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

poster: Kaida
subject: Shapeshifters and cheating
date: Fri Nov  3 13:05:13 2006

Today on the shapeshifter channel I listened to some blatant discussion about which form would be the best to be used for the eagle quest, along with some discussion about what skills should be used.



I've been told off on the same channel for even mentioning that I wish I could find a way to fail a quest rather than have to keep doing and failing the same quest over and over again. Also,  on the guild channel I've been given the entire solution for a quest, which I still failed though that's not really the point.



Have people stopped caring about the no cheating, no sharing solutions?

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

poster: Zifnab
subject: >Shapeshifters and cheating
date: Fri Nov  3 16:20:49 2006

On Fri Nov  3 21:05:13 2006 Kaida wrote post #1:
> Today on the shapeshifter channel I listened to some blatant discussion
about which form would be the best to be used for the eagle quest, along
with some discussion about what skills should be used.

> 

> I've been told off on the same channel for even mentioning that I wish I
could find a way to fail a quest rather than have to keep doing and failing
the same quest over and over again. Also,  on the guild channel I've been
given the entire solution for a quest, which I still failed though that's
not really the point.

> 

> Have people stopped caring about the no cheating, no sharing solutions?


Most likely it falls under the 'we cannot be everywhere all the time' clause.

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

poster: Kaida
subject: >>Shapeshifters and cheating
date: Fri Nov  3 22:45:32 2006

On Sat Nov  4 00:20:49 2006 Zifnab wrote post #2 in general:

> On Fri Nov  3 21:05:13 2006 Kaida wrote post #1:

> > Today on the shapeshifter channel I listened to some blatant discussion

> about which form would be the best to be used for the eagle quest, along

> with some discussion about what skills should be used.



> > 



> > I've been told off on the same channel for even mentioning that I wish I

> could find a way to fail a quest rather than have to keep doing and failing

> the same quest over and over again. Also,  on the guild channel I've been

> given the entire solution for a quest, which I still failed though that's

> not really the point.



> > 



> > Have people stopped caring about the no cheating, no sharing solutions?

> 

> 

> Most likely it falls under the 'we cannot be everywhere all the time' clause.



So it's alright if we're not caught then?

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

poster: Daneel
subject: shapeshifters
date: Fri Nov  3 22:47:10 2006

No, it's not "ok" if you don't get caught.  You're just not 
getting caught.  It's still bad, and if you're caught later
you will still be banned from the guild, among other penalties.

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

poster: Inside
subject: eq, sloat, and fishies
date: Fri Nov  3 23:41:03 2006

ok, a few issues have been brought up. i do not claim to know how to
solve any or all of them. here's a synopsis of my thoughts:

1) without sloatinok, there is little need for eq to get done once
you have a top set.

2) if you get into eq, you have a higher chance to get what you want
(by far) than waiting for it to sell.

3) if you remove eq decay (someone suggested it), there will be too
much eq on the market, and you'll have highbies running around in
mithril lederhosen.

obviously, we need people to do eq. it makes people happy to have a
chance to get stuff on sales, by trading, or from the party. 

without tpsaccing, there will be less incentive.

since money can only really be spent on so many things, selling eq
is eventually a boring option. sloating it is vastly fun (i do it
even though i'm usually broke). however, i do agree that sloating
has become a bit silly in the realm of ease.

don't get me wrong. killing mf god to get a piece you haven't sacced
is NOT easy. managing to dice it is NOT easy. but persistance will
get you what you want.

i do not think it should be as easy for people on sales to get the
stuff that i get by being in several eq parties. especially the top
slot stuff.

perhaps, however, we can take a lesson from rahal. when he dropped
stuff when we killed him, some of it was broken. that seemed a bit
extreme. however, the idea of decaying SOME eq when it drops doesn't
seem so bad.

perhaps we could add a function to monster death that randomly damages eq.

now, this gives die-hards a easier solution to saccing, but lets
smaller eq into the game. throwing a pyroclast onto a slightly
damaged naraku helm is a lot more credulous than throwing a
pyroclast on a pair of turlach bracers. if the turlach bracers end
up damaged, it's more useful to sell them and just wait.

this would give people the same good feeling about killing thingss.
bigger eq parties can still get stuff and sac it, or pyro it and
then sac it, and the smaller eq would be easier to offload on people
rather than pyro and tpsac. on the same hand, people who are
genuinely trying to build a set shouldn't be too concerned if their
eq isn't mint. when they get it.

my tank has no fishies ;_;

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

poster: Inside
subject: >eq, sloat, and fishies
date: Fri Nov  3 23:41:51 2006

those highbies in mithril lederhosen should have been newbies.

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

poster: Soulleech
subject: >>eq, sloat, and fishies
date: Sat Nov  4 10:59:51 2006

Might want to add a higher chance of pyro drops too then since this idea would suck pyro out of the already quite bone dry pyro pool, unless something changed already I wasn't aware of.

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

poster: Maduo
subject: >>>eq, sloat, and fishies
date: Sat Nov  4 15:41:51 2006

On Sat Nov  4 18:59:51 2006 Soulleech wrote post #7:
> Might want to add a higher chance of pyro drops too then since this idea
would suck pyro out of the already quite bone dry pyro pool, unless
something changed already I wasn't aware of.
bone dry? more like cornered market...
most of the pyros that are in the game are in a couple ppls castles only.. 

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

poster: Justus
subject: greets!
date: Sun Nov  5 16:40:11 2006

getting tired of this american bullshit if you give
jstuffs idling
me good explanation you win my set all crap
i got in safes and all my gold and eternal
glory
plus i suicide my char!
thanks all its been fun
while it last

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

poster: Justus
subject: oops
date: Sun Nov  5 16:44:48 2006

forgot to say if i dont get good reason
before 15.11.2006 (euro) maduo will get all i got
and he will rule all of you.

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

poster: Justus
subject: oops2
date: Sun Nov  5 16:59:02 2006

mail that ;)
ps. nothing pointed to wizzes i still believe they
are too kind.

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

poster: Justus
subject: oops3
date: Mon Nov  6 03:20:38 2006

and here is price list

2x Darkwhip                 

Golem Brain              

Mask of Anguish          

Metal stethoscope        

Black scalemail          

Black Mithril Vambrace   

Green brocade sleeve     

Roper's Left Hand        

2x Quickener                

Cold black ring          

Dark ring of Nosferatu   

Magical Leggings of Tiamat

Chrysoberyl encrusted boot

Hematite encrusted boot

Mithril Breastplate of Tiamat

8x pyroclast

some dragon gems

carved bone ring

saber blade

2x dagulus ring

Dark gloves of Nosferatu

Belt of mourning

Leather Armshields of Tiamat

Whalus Cloak

Eye of the beholder

Fleshy armshield of Naraku

Legendary Focus Crystal

Ogre helmet

Spiked Bracers

Black leather glove

Dagger of chaos

Ring of flowing mists

spider adorned ring

steel handled mop

about 20m gold



now keep mailing reasons and try to be less selfish with them

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

poster: Taliph
subject: Reasons
date: Mon Nov  6 07:15:01 2006

What are we giving reasons for?

:: Taliph, the confused.

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

poster: Bahgtru
subject: >Reasons
date: Mon Nov  6 07:15:26 2006

On Mon Nov  6 15:15:01 2006 Taliph wrote post #13:
> What are we giving reasons for?
> 
> :: Taliph, the confused.
Dude just read the news archives on the website

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

poster: Taliph
subject: >>Reasons
date: Mon Nov  6 07:25:43 2006

On Mon Nov  6 15:15:26 2006 Bahgtru wrote post #14:
> On Mon Nov  6 15:15:01 2006 Taliph wrote post #13:
> > What are we giving reasons for?
> > 
> > :: Taliph, the confused.
> Dude just read the news archives on the website
You mean the archives from Aug 13, 2004 - recent news purge that
aren't available on the web page yet?  Thanks!

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

poster: Bahgtru
subject: >>>Reasons
date: Mon Nov  6 07:26:20 2006

On Mon Nov  6 15:25:43 2006 Taliph wrote post #15:
> On Mon Nov  6 15:15:26 2006 Bahgtru wrote post #14:
> > On Mon Nov  6 15:15:01 2006 Taliph wrote post #13:
> > > What are we giving reasons for?
> > > 
> > > :: Taliph, the confused.
> > Dude just read the news archives on the website
> You mean the archives from Aug 13, 2004 - recent news purge that
> aren't available on the web page yet?  Thanks!
No, by archives I mean previous posts. There are less than 20 in
this newsgroup. Not hard to find

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

poster: Uno
subject: >Reasons
date: Mon Nov  6 07:30:22 2006

On Mon Nov  6 15:15:01 2006 Taliph wrote post #13:
> What are we giving reasons for?
> 
> :: Taliph, the confused.

I'm with Taliph... what american bullshit are we explaining?

cuz i'm all about explaining some american bullshit



p.s. americans vote tomorrow. let's make bush a lame duck.

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

poster: Blackwidow
subject: >>Reasons
date: Mon Nov  6 09:10:17 2006

On Mon Nov  6 15:30:22 2006 Uno wrote post #17 in general:

> On Mon Nov  6 15:15:01 2006 Taliph wrote post #13:

> > What are we giving reasons for?

> > 

> > :: Taliph, the confused.

> 

> I'm with Taliph... what american bullshit are we explaining?

> 

> cuz i'm all about explaining some american bullshit

> 

> 

> 

> p.s. americans vote tomorrow. let's make bush a lame duck.



I don't think he was looking for reasons about the American bullshit,

I think he is looking for reasons to give away his stuff to anyone other than

Maduo.



But that was just my understanding of it.

Bw.

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

poster: Smee
subject: >>Reasons
date: Mon Nov  6 17:55:06 2006

On Mon Nov  6 15:30:22 2006 Uno wrote post #17:
> On Mon Nov  6 15:15:01 2006 Taliph wrote post #13:
> > What are we giving reasons for?
> > 
> > :: Taliph, the confused.
> 
> I'm with Taliph... what american bullshit are we explaining?
> 
> cuz i'm all about explaining some american bullshit
> 
> 
> 
> p.s. americans vote tomorrow. let's make bush a lame duck.

hey uno i dont think im going to vote tomorrow
well i might vote on some question about wine sale in grocery store

but maybe not even that 

love smee

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

poster: Maduo
subject: >>>Reasons
date: Mon Nov  6 17:56:48 2006

On Mon Nov  6 17:10:17 2006 Blackwidow wrote post #18:
> On Mon Nov  6 15:30:22 2006 Uno wrote post #17 in general:

> > On Mon Nov  6 15:15:01 2006 Taliph wrote post #13:

> > > What are we giving reasons for?

> > > 

> > > :: Taliph, the confused.

> > 

> > I'm with Taliph... what american bullshit are we explaining?

> > 

> > cuz i'm all about explaining some american bullshit

> > 

> > 

> > 

> > p.s. americans vote tomorrow. let's make bush a lame duck.

> 

> I don't think he was looking for reasons about the American bullshit,

> I think he is looking for reasons to give away his stuff to anyone other
than

> Maduo.

> 

> But that was just my understanding of it.

> Bw.
you do realize that by mentioning my name i'm guranteed the only
person he isn't going to give stuff to right?
it was blatently obvious to me from the start.

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

poster: Justus
subject: eheh i lie
date: Tue Nov 14 11:39:47 2006

winners has been determined and they are:



1 manannan

2 falcore

3 temuthril

4 esoteric

5 khelekloth

6 tro

7 camel

8 snarf

9 ca



there was lot of mails that hope i would 

give my shites to several players rather than

one so i decide to do so. 



what you win was random and names were picked from mails in random order.



collect your winnings asap.

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

poster: Uno
subject: >eheh i lie
date: Tue Nov 14 12:19:18 2006

On Tue Nov 14 19:39:47 2006 Justus wrote post #22:
> 8 snarf
> 9 ca
> 
> there was lot of mails that hope i would 
> give my shites to several players rather than
> one so i decide to do so. 
> 
> what you win was random and names were picked from mails in random order.
> 
> collect your winnings asap.

Please post the winning essays!

I'm dying to read the submissions by the winners of the
"Getting Tired Of This American Bullshit If You Give Jstuffs Idling
Me Good Explanation You Win My Set All Crap I Got In Safes And All
My Gold And Eternal Glory" Contest.

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

poster: Kuron
subject: i suck
date: Thu Nov 16 21:21:09 2006

Anyone know if gold tuner was tweaked? if not i must be ugly or suck at life.
kthxbai
Kuron

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

poster: Korthrun
subject: >i suck
date: Thu Nov 16 21:31:23 2006

On Fri Nov 17 05:21:09 2006 Kuron wrote post #24:
> Anyone know if gold tuner was tweaked? if not i must be ugly or suck at
life.
> kthxbai
> Kuron
I can't say what the deal is because I have no clue. I do know that
me and Paw were discussing this the other day. A run from monks went
WAY down in value over an extremly short period.

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

poster: Tahnval
subject: Comment on necromancers
date: Fri Nov 17 15:30:48 2006

I just tried tanking a 1M mob in Everest swamp.  One of the exp
spiders.  It took 4 rounds to get my abomination to yellow.  I'm one
of the more powerful necromancers.  9th in guild rank, minions
L41-44, plenty of high-end eq on them, GRAP and IW as well (I have
48 levels in abj tree). Will people stop talking shit about necros
being able to chainsolo 2M mobs all
the time. 

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

poster: Inside
subject: >Comment on necromancers
date: Fri Nov 17 15:31:23 2006

no, they won't. and you whining about it solves nothing. just ignore
the comments.

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

poster: Maduo
subject: >>Comment on necromancers
date: Fri Nov 17 15:33:04 2006

On Fri Nov 17 23:31:23 2006 Inside wrote post #27:
> no, they won't. and you whining about it solves nothing. just ignore
> the comments.
wankside is right, people fear and hate the necros because they
don't understand them. kinda like people hate and fear me in the
arean because they don't understand the depths that i'll sink to to
win =)
half a soul is nothing for a free victory XD

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

poster: Tahnval
subject: >>Comment on necromancers
date: Fri Nov 17 16:06:52 2006

That would be sensible if (i) I was whining about it and (ii) those
comments didn't result in downtune after downtune after downtune.  I
wasn't, they do, and thus your "advice" is not useful.

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

poster: Inside
subject: >>>Comment on necromancers
date: Fri Nov 17 16:08:03 2006

i doubt ix really cares what most players say. i don't think he
downtunes you guys because people who can't see the code start
bitching. some of the early changes to necromancer were actually
made because the necros were bitching.

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

poster: Maduo
subject: >>>>Comment on necromancers
date: Fri Nov 17 16:09:18 2006

On Sat Nov 18 00:08:03 2006 Inside wrote post #30:
> i doubt ix really cares what most players say. i don't think he
> downtunes you guys because people who can't see the code start
> bitching. some of the early changes to necromancer were actually
> made because the necros were bitching.
yeah, rockman completely f*cked us when he bitched about the spell
combine corpses

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

poster: Ixtlilton
subject: >>>Comment on necromancers
date: Fri Nov 17 16:13:01 2006

On Sat Nov 18 00:06:52 2006 Tahnval wrote post #29 in general:

> That would be sensible if (i) I was whining about it and (ii) those

> comments didn't result in downtune after downtune after downtune.  I

> wasn't, they do, and thus your "advice" is not useful.



If wizards tuned because people whine, the mud would've been tuned to oblivion a long time ago. It actually requires more than a big mouth to get us to change something, like sensible arguments and some proof. Or in my case, at least some nice, cold beer.

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

poster: Tranquil
subject: >>>>Comment on necromancers
date: Fri Nov 17 19:21:23 2006


The other thing to note Tahnval, is that you have an extremely small
sample. One data point is not nearly enough to create a hypothesis
with. You supplied only 1 data point (which was almost devoid of
information, I might add) whereas, at least some of the 'people that
[talk] shit about necros' do so not because they see one necro doing
one high rate once. They do so because they routinely see 2-4g
players doing rates in excess of 6-7m/30 minutes on xpwho, whilst
tuning the bejeezus out of all of the decent high-range exp mobs.

The fact that one 4.3g player in an extremely powerful guild had one
unlucky battle with a mob that is relatively high-power for its exp
worth, is not enough reason for the general population of the mud to
change the general opinion that necromancers are too powerful. Every
player playing any guild for any extended period of time has has an
unlucky fight at least once or twice. 

So as my statistics professor would say, 'Go get some more data.'


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

poster: Maduo
subject: >>>>>Comment on necromancers
date: Fri Nov 17 19:38:57 2006

On Sat Nov 18 03:21:23 2006 Tranquil wrote post #33:
> The other thing to note Tahnval, is that you have an extremely small
> sample. One data point is not nearly enough to create a hypothesis
> with. You supplied only 1 data point (which was almost devoid of
> information, I might add) whereas, at least some of the 'people that
> [talk] shit about necros' do so not because they see one necro doing
> one high rate once. They do so because they routinely see 2-4g
> players doing rates in excess of 6-7m/30 minutes on xpwho, whilst
> tuning the bejeezus out of all of the decent high-range exp mobs.
> 
> The fact that one 4.3g player in an extremely powerful guild had one
> unlucky battle with a mob that is relatively high-power for its exp
> worth, is not enough reason for the general population of the mud to
> change the general opinion that necromancers are too powerful. Every
> player playing any guild for any extended period of time has has an
> unlucky fight at least once or twice. 
> 
> So as my statistics professor would say, 'Go get some more data.'
> 
sry tranq, but to say necros are overpowered still is a vast
understatement.. unlike woodsie where you can tank them
automatically after reinc and still do the same rate, necro requires
months of training just to get fams up to the lvl where they can
tank them. the reason why ppl bitch is because they have nfc how
necro works and dont care to try possibilities with it.

just because we have some lucky battles doesnt mean soloing is easy
either. i can't count the number of times i've nearly died from
swamp spiders getting roughly 8 criticals and dragging my abom from
5k hps to 3k hps in a round.
what we really need to downtune is woodsies dodging abilities, as
they can supposedly tank tiamat...

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

poster: Tahnval
subject: >>>>>Comment on necromancers
date: Sat Nov 18 17:28:47 2006

On Sat Nov 18 03:21:23 2006 Tranquil wrote post #33:
> The other thing to note Tahnval, is that you have an extremely small
> sample. One data point is not nearly enough to create a hypothesis
> with. You supplied only 1 data point (which was almost devoid of
> information, I might add) whereas, at least some of the 'people that
> [talk] shit about necros' do so not because they see one necro doing
> one high rate once. They do so because they routinely see 2-4g
> players doing rates in excess of 6-7m/30 minutes on xpwho, whilst
> tuning the bejeezus out of all of the decent high-range exp mobs.
> 
> The fact that one 4.3g player in an extremely powerful guild had one
> unlucky battle with a mob that is relatively high-power for its exp
> worth, is not enough reason for the general population of the mud to
> change the general opinion that necromancers are too powerful. Every
> player playing any guild for any extended period of time has has an
> unlucky fight at least once or twice. 
> 
> So as my statistics professor would say, 'Go get some more data.'
> 
The small sample is a valid counter-argument, but bear
 in mind that I am one of the more powerful necromancers.
Most necros would fare worse.

It was not an unlucky fight.  I consider it a lucky fight - I 
would have expected at least my abomination to have
 died, probably others (the abom is by far the best
 tank - once it dies, the others will fall more quickly than it did).
In a straight fight, without using Abj prots, I couldn't chain
trolls, let alone the swamp mobs, and it would be grindingly
 slow exp if I did kill trolls, as each one takes me too long to kill.

Necro is wholly unlike other guilds in some respects.  The
difference in power between players with the same worth, skills,
 spells and eq in other guilds (i.e. different only in guild mastery)
 is nowhere near the difference in power between necros with 
the same worth, skills, spells and eq (i.e. different in guild mastery and 
minions).

It's wildly inaccurate to look at the most powerful couple of
 necromancers and extrapolate to the whole guild, far
 more so than it would be for any other guild.

After dragging my minions up to about L43, which takes a lot
of playing, my solo rate is roughly what it was when I was
a dragon lord over two years and at least a gig of worth ago.

I play necro because it's different and appeals to me.  I don't
play it to gain worth.  That would be a damn silly thing to do - there
are far more efficient ways to gain worth than going necro.
I'm a 4.3G necro with big minions, a fair bit of high-end eq and
48 levels of Abj.  I am not "extremely powerful".  I think your
assessment of the guild is flawed by taking a very small and
highly unrepresentative sample.

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

poster: Taliph
subject: Exp formula changes
date: Sun Nov 19 23:22:26 2006

Daneel has implemented a new formula based on comparing the level of
the NPC with the level of the player to determine how much it is
worth.  NPCs considered larger than the player give more exp ...
lesser give less exp.  He will be on tomorrow to check and see how
the latest test is running and has asked us to mail comments to him
regarding the new situation to give him an idea of where it may need
more change or adjustment.

:: Taliph ::


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

poster: Uno
subject: >>>>>>Comment on necromancers
date: Mon Nov 20 07:21:07 2006

On Sun Nov 19 01:28:47 2006 Tahnval wrote post #35:
> of playing, my solo rate is roughly what it was when I was
> a dragon lord over two years and at least a gig of worth ago.
> 
> I play necro because it's different and appeals to me.  I don't
> play it to gain worth.  That would be a damn silly thing to do - there
> are far more efficient ways to gain worth than going necro.
> I'm a 4.3G necro with big minions, a fair bit of high-end eq and
> 48 levels of Abj.  I am not "extremely powerful".  I think your
> assessment of the guild is flawed by taking a very small and
> highly unrepresentative sample.

I think you forgot to picture a waterfall somewhere in your calculations...

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

poster: Daneel
subject: eq mobs, tune
date: Mon Nov 20 22:59:37 2006

Yes, folks, I know eq. mobs have a bit odd worths ATM.

This is the _least_ of my worries.  If you're killing eq. mobs 
for xps, you're just nuts.

I'll probably do something about this someday, but until 
then... 

Hm, maybe I'll just make all eq. mobs worth 0 :-)

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

poster: Fox
subject: Blacksmith
date: Tue Nov 21 18:45:55 2006

The mud requires a reduction of prices in Bifurs services since the
recent lack of materials dropping for smiths. Blacksmiths don't have
the necessary materials to fix _everyones_ eq set. 

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

poster: Korthrun
subject: >Blacksmith
date: Tue Nov 21 20:00:59 2006

On Wed Nov 22 02:45:55 2006 Fox wrote post #39:
> The mud requires a reduction of prices in Bifurs services since the
> recent lack of materials dropping for smiths. Blacksmiths don't have
> the necessary materials to fix _everyones_ eq set. 
Silly Fox. Eq isn't supposed to be repaired. We're supposed to have
the time, energy, and motivation to do EQ. This way we aren't
constantly broke from EQ repairs and we have stuff to sac.
duh

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

poster: Fox
subject: >>Blacksmith
date: Tue Nov 21 20:58:12 2006

On Wed Nov 22 04:00:59 2006 Korthrun wrote post #40:
> On Wed Nov 22 02:45:55 2006 Fox wrote post #39:
> > The mud requires a reduction of prices in Bifurs services since the
> > recent lack of materials dropping for smiths. Blacksmiths don't have
> > the necessary materials to fix _everyones_ eq set. 
> Silly Fox. Eq isn't supposed to be repaired. We're supposed to have
> the time, energy, and motivation to do EQ. This way we aren't
> constantly broke from EQ repairs and we have stuff to sac.
> duh
Sooooooooooooooooooooooooooo, in that case. reinc to something
useful to eq with so that I can eq too!
mk, thnx
*8
whoops

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

poster: Daneel
subject: >>>Blacksmith
date: Wed Nov 22 06:52:44 2006

On Wed Nov 22 04:58:12 2006 Fox wrote post #41:
> On Wed Nov 22 04:00:59 2006 Korthrun wrote post #40:
> > On Wed Nov 22 02:45:55 2006 Fox wrote post #39:
> > > The mud requires a reduction of prices in Bifurs services since the
> > > recent lack of materials dropping for smiths. Blacksmiths don't have
> > > the necessary materials to fix _everyones_ eq set. 
> > Silly Fox. Eq isn't supposed to be repaired. We're supposed to have
> > the time, energy, and motivation to do EQ. This way we aren't
> > constantly broke from EQ repairs and we have stuff to sac.
> > duh
> Sooooooooooooooooooooooooooo, in that case. reinc to something
> useful to eq with so that I can eq too!
> mk, thnx
> *8
> whoops

basic economics indicates that, if Bifur has a shortage of materials
such that he can't repair _everyone's_ armor, he's going to 
charge more, not less.

Consider it done! :-)

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

poster: Lucifer
subject: dislike
date: Wed Nov 22 07:02:42 2006

Why do not I like this change:

-  with this low playerbase,, parties happens rarely. 
           This will start to resemble IRC, only thing left to 
           do here soon is to chat.

 -  I dislike the fact that players with lower worth level
           whatever, gets more experience

-  Equipment here really the suck, because I really dislike 
           the latest sloatinok change, but I will do some eq now and 
           then,, so dont hesitate to ask me .... I find eq fun to do.. 
           about now, Except some hell parteis, the only thing fun to do.

-  With this change, some players make even more experience 
           than before. Getting experience for Midbies / lower players, 
           have NEVER been a problem here.

-  Casters really suffer from this change.

-  Say what you want admin, but IOM suffers,, it did suffer 
           before, but now it suffers even more.

-  "higher" levels will not be incouraged to party with lesser 
            parties, since lesser parties kill lower xp worth monsters, 
            --> return alot less xp to the higher levels

I really dislike it!

Lucifer




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

poster: Charix
subject: >dislike
date: Wed Nov 22 07:07:21 2006

On Wed Nov 22 15:02:42 2006 Lucifer wrote post #43:
> Why do not I like this change:
> 
> -  with this low playerbase,, parties happens rarely. 
>            This will start to resemble IRC, only thing left to 
>            do here soon is to chat.
> 
>  -  I dislike the fact that players with lower worth level
>            whatever, gets more experience
> 
> -  Equipment here really the suck, because I really dislike 
>            the latest sloatinok change, but I will do some eq now and 
>            then,, so dont hesitate to ask me .... I find eq fun to do.. 
>            about now, Except some hell parteis, the only thing fun to do.
> 
> -  With this change, some players make even more experience 
>            than before. Getting experience for Midbies / lower players, 
>            have NEVER been a problem here.
> 
> -  Casters really suffer from this change.
> 
> -  Say what you want admin, but IOM suffers,, it did suffer 
>            before, but now it suffers even more.
> 
> -  "higher" levels will not be incouraged to party with lesser 
>             parties, since lesser parties kill lower xp worth monsters, 
>             --> return alot less xp to the higher levels
> 
> I really dislike it!
> 
> Lucifer
> 
> 
> 
i'm agree with Lucifer......really

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

poster: Daneel
subject: >dislike
date: Wed Nov 22 07:22:33 2006

On Wed Nov 22 15:02:42 2006 Lucifer wrote post #43 in general:

> Why do not I like this change:

> 

> -  with this low playerbase,, parties happens rarely. 

>            This will start to resemble IRC, only thing left to 

>            do here soon is to chat.



Ahh!  THe sky is falling! The sky is falling!



>  -  I dislike the fact that players with lower worth level

>            whatever, gets more experience



Of course you don't.  You're high-level and worth.

Do you think you'd get more from repeating the first grade than your average first grader?  This system makes a lot more sense to me.



> -  Equipment here really the suck, because I really dislike 

>            the latest sloatinok change, but I will do some eq now and 

>            then,, so dont hesitate to ask me .... I find eq fun to do.. 

>            about now, Except some hell parteis, the only thing fun to do.



(a) recent sloat change is an experiment.

(b) So far as I've seen so far, it basically has no significant effect whatsoever.  I really can't see what there is in it _to_ dislike.





> -  With this change, some players make even more experience 

>            than before. Getting experience for Midbies / lower players, 

>            have NEVER been a problem here.



Been a while since you played a midbie or newbie, isn't it.  You should try it.  It's more fun than playing a highbie anyway.  And, frankly, if you're in any sane range of levels, this isn't all that big a tune.



> -  Casters really suffer from this change.



And by 'caster' you mean....?  Seems to me evokers benefit - they are best in parties anyway, and therefor are more likely to be killing harder things.  Same for healers.  Harmers have the prots to kill fairly large things at levels they're viable anyway. Ditto necros.  Ditto mists.  Full-blown nethers are a bit schizophrenic, and may need some help (or at least clarification).  That leaves.... WITCH!



> -  Say what you want admin, but IOM suffers,, it did suffer 

>            before, but now it suffers even more.



And in order for it not to suffer, some individuals on it may have to.  I agree it's been suffering, and I think something like this will help in the long run.



> -  "higher" levels will not be incouraged to party with lesser 

>             parties, since lesser parties kill lower xp worth monsters, 

>             --> return alot less xp to the higher levels



(a) Been a long time since I've seen all that many highbies willing to party with their "lesser brethren" to begin with.  And those I have seen do so still seem to be doing so perfectly happily.

(b) Characterizing it as "a lot less xp" is a gross exageration - for anyone but you.  I've been looking at return rates going by pretty constantly the last couple days, and outside yourself, I've seen very few penalties of over roughly 10%.  This is, for all practical purposes, a relatively small tune.  It does pretty exactly what we all said were good goals (yourself included), except that overal xp rates are still a little higher than they should be.



Honestly, your post seems most to me like whining about no longer getting the rate you've been unfairly getting for ages.



                  -Daneel






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

poster: Denim
subject: >like
date: Wed Nov 22 07:34:35 2006

yeah, i like this change, i have done more eq in past two weeks than
i have in years, yes, i have a safe full of eq i cant tpsac atm, but
it just means i will horde gold, and build another eq set.
people will bitch whine moan and complain about any fix or tune or
change, but in the end everything will work out, as it has for last
8 years
denim

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

poster: Modred
subject: >>dislike
date: Wed Nov 22 08:55:44 2006

(sigh, messed up r and f)

And a sane range is...?

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

poster: Expandrew
subject: >>like
date: Wed Nov 22 13:58:06 2006

i'm going to agree with denim on this one.  in addition, there's always a few people that will complain because they don't believe they should ever be tuned.  



if we can take a step back it's better for the game as whole with this tune, whether it's highbies prompted to do eq or helping out lowbies and midbies kill larger things.  i think this system is much more relevent to how xps should be gained anyway, level-based.

-ex

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

poster: Lucifer
subject: dill dall...
date: Wed Nov 22 14:10:28 2006


Yes, Praise to Daneel and Ixtlilton, mostly to Daneel that puts time
into this.

Even if I disilke some of the issues, it is a good thing for the mud,,,

There are some points, I really dont c atm.

Why the exp boots on people around certain lvls,, is it to make them grow into
highbies faster?


I've said I can live with this, and I can, and let time see how this
will work out
in the long run..... 

But I must say, for certain lvls, solo guilds really got a HUGE
boosts,, and if 
they play correct, they should be able to pull 10-15 mins rates per
30 mins as it is now


And ofcourse if the numbers a shapeshifter provided for me are true.

I guess this goes for lvl 100-130 necromongers alike as well.

Luc.

And dont bite my head off because I point at certain elements this
tune might not
fix.


Luc

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

poster: Zifnab
subject: last years santa items
date: Wed Nov 22 15:21:08 2006

just for fun. This is not accurate for the entire time santa was 
around  but it gives an idea of what he can give out and how
many he gave out of each.

Present                                                      Times Given
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
Coal                                                            44
Brilliant goat-skin chap                                        28
Pair of red dragon-bone articulated legs                        16
Shimmering white robe                                           16
Huge mithril hammer                                             15
Nenya                                                           15
Black leather glove                                             15
Chrysoberyl encrusted boot                                      15
Eye of the dragon (tarnished)                                   15
Golden ring of the warden                                       15
Forest green leather leggings                                   15
Green bag                                                       15
Flaming red vorpal blade                                        15
Runed mithril armbands                                          15
Anthraxs anti-suck potion                                       15
Chameleon kama                                                  15
Small lodestone (red glow)                                      15
Iron ring                                                       14
Adamantium long sword                                           14
White glove of raena                                            14
Darkblade                                                       14
Pyroclast                                                       14
Wyrmskin boots                                                  14
Hammer of light                                                 14
Sorcerers staff                                                 14
Brown monk sandal                                               14
Frost pike                                                      14
Dark cloak of the drow                                          14
Helm of vannheim                                                14
A red frilly helm                                               14
Yellow blob boots                                               14
Free exp ticket                                                 14
Ebony wand of purifying drizzle                                 14
Grisly crown of human flesh                                     14
Roper's left hand                                               14
Hammer of darkness                                              14
Armguards of the copy-cat                                       14
Free reinc ticket                                               14
Mithril breastplate of tiamat (slightly disenchanted)           14
Dagger of enfeeblement                                          14
Spear of the masters                                            14
Cloudy glass wand of feed companions                            14
Thorny headband                                                 14
Flaming green vorpal blade                                      14
A blue gilt cloak                                               14
Bright green dragon spine                                       14
Dragon gem                                                      13
Simple harp                                                     13
Cobalt breastplate                                              13
Runed mithril chainmail                                         13
Personal time of life ticket                                    13
Iron crown                                                      13
Ghostly training collar                                         13
Cloak of the stars                                              13
Eagle boots                                                     13
Right greave of desi                                            13
Left shin guard                                                 13
Pair of jetblack sunglasses                                     13
Vambrace of odivshe                                             13
Ring of regeneration                                            13
Personal dhrug's rage ticket                                    13
Freyers ring                                                    13
Black scalemail                                                 13
Orbdrin                                                         13
Random event ticket                                             13
Sword of devastation                                            13
Transmutation ball                                              13
Flaming black vorpal blade                                      13
Free personal nosuck ticket                                     13
Feathered mask                                                  13
Dragon belt (tattered)                                          13
Wyrnbane                                                        13
Gleaming white dragon-tooth spear                               13
Ash's sword                                                     13
Cold black ring                                                 13
Right shin guard                                                13
Vambrace of dhivu                                               13
Cobalt armbands                                                 13
Red-handled longsword                                           13
Bulzarath                                                       13
Tower shield                                                    13
Ferry ride ticket                                               12
Green jade wand of immolate                                     12
Chest                                                           12
Enchanted titanium ring                                         12
Spider amulet                                                   12
Blue quartz wand of regrowth                                    12
Black gloves of sight                                           12
Nosuck event ticket                                             12
Pair of white wings                                             12
Helm of versatility                                             12
An hyborean-style gorget                                        12
Huge, flaming red blade                                         12
Worn leather glove                                              12
Time of life event ticket                                       12
Dusty monk sandal                                               12
Bronze battle harness                                           12
Darkthorn                                                       12
Cobalt girdle                                                   12
Death talisman                                                  12
Olathurl phlith                                                 12
Runed mithril buckle                                            11
Gnosis armor                                                    11
Free ress ticket                                                11
Stone circlet                                                   11
Hematite encrusted boot                                         11
Ghost sword                                                     11
Twisted metal ring                                              11
Jhlandu grass ring                                              11
Soft leather boots                                              11
Black dragon-bone arms                                          11
Left greave of desi                                             11
Polished bone ring                                              11
Ring of infravision                                             10
Headband of belafor                                             10
Red boots                                                       10
Black dragon-bone breastplate                                   10
Flaming two-handed sword                                        10
Gleaming white dragon scale                                     10
Gnarled stick                                                   10
Scribes tablet                                                   8
Pale white diamond                                               6
Blue white diamond                                               3
Escape from hell ticket                                          3
Dhrugs' rage ticket                                              3
White diamond                                                    3
Lloth's children ticket                                          2
Battle royale ticket                                             2
Nosuck ticket                                                    1
Feast of fools ticket                                            1
Time of life ticket                                              1

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

poster: Wagro
subject: My take on exp
date: Thu Nov 23 02:33:29 2006

This is a bit of a long post, so I apologize in advance. If I had to
summarize it in a sentance for those unwilling to read it, I would
simply say that skills and spells should take more exp to train, and
levels take less. Read on for my reasoning, or skip to the end for
my suggestions on how to change the status quo.
--------------------------------
So heres my take on the mud situation. I'll get it off my chest
right now. I do not like having rates restricted so much. I don't
like it, but I understand the reasoning behind it. I can live with
slowing my growth, but what I cannot live with is having character
process slowed down to a near standstill.

When I was a newbie, I had some much fun not just because things
were new, but because I had so many options. I would log on, and
think to myself "Man, what do I want to do today. I can train quick
chant 5%, or I can study my attack spell another 10%, or heck I can
even go grab a level or two." As I got bigger, I didn't see change
nearly as quickly, which is expected because exponential growth is
not sustainable. However, I find that my attitude towards exp has
changed from excitement over what I can do with it, to groaning and
detesting how much exp I have to do to gain anything new. I can tell
you for a fact this has nothing to do with the amount of time I have
been around here, because creating a secondary resulted in the exact
same euphoria of progress. Up to a point.

The largest challenge by far for a newbie is training that skill
just a little bit more. It costs a grotesque amount of exp to train
those last few increments of any skill or spell, but there is a
certain satisfaction of knowing that once you have trained that
skill or spell 5% more, you are going to be just a little bit better
next login. Once you have spent hours maxxing a skill, it's only a
matter of a short burst of exping to power level up through the
ranks until you get your next cool skill or spell.

As a larger player, I look upon my next challenge, which is
universally a massive amount of exp I have to dump into getting a
level. With the current exp rates, I fully expect to have to exp for
several hours to get that level. But there's a problem. Once I get
that level, I'm basically exactly where I just was. I gain a couple
of stat points, but I still have the guild level, so after hours of
exping I am only half way there. This is of course assuming that
your ever elusive next skill is only a level away, which is rarely
the case with the current guild structure. It is much more accurate
to say that your next big skill is 5, 10, 20 levels away. Crunching
the numbers, that is a _lot_ of time spent exping and you won't see
any noticible power gain until you finally get that last level. The
funny thing is once you actually get the skill you max it in almost
no time (compared to how long it took to level there). 

One could say that is satisfying, but at high levels actually
training the skill is not an accomplishment. You spend so much time
grinding the exp areas, and then your power gain shows up and
dissappears. You are excited are your newfound abilities, but the
novelty wears off quickly as you realize it will be more countless
hours until you get the next skill. Take a good look at your
training habits. When is the last time you had to sweat for that
last 5% of a skill? I don't know about you, but my training habits
usually consist of doing enough exp to max the skill in one sitting,
because it is just not worthwhile to go back and train every 5% when
I can max the skill so easily.

This is the problem with the current system. The root causes were
present long before the recent exp tunes, but were at least somewhat
maskable because you could quickly grind out levels so that a
serious exper would not be deterred. Not the case anymore. As exp
rates fall, those high level costs are going to look less and less
appealing until we get to the point that noone wants to do the exp
to do the high levels. Afterall, you can't do any high risk
activities like exploring or doing equipment parties when you are
half way through a level, unless you are willing to throw the effort
away in the form of training a useless skill or spell.

Here's how you fix it. You don't have to inrease the long term
growth patterns of players, but give us our little goals back. I
want to be able to log on and have a goal on what I want to train,
not what percentage of a level I feel like doing today.

Step one. The high level costs have to go. Talk to most high level
players and they will tell you the best way to level is to gorge
exp, and then reinc to get the level. Bring the level costs down so
that we don't have to invest such an enormous amount of time into
gigantic steps.

Step two. Obviously if the level costs are going to drop, it has to
be made up for somewhere else. Increase training costs. A lot. It
costs 46m to train mastery of evocation from 0% to 100% as a
vampire. That's less than one level for a level 120 player. Increase
the training costs by at least several multiples. Make maxxing
skills and spells a challenge, not a victory dance after we level up
to that point. (Yes, I know level 120 is well beyond when you get
mastery of evocation, I'm pointing out the fact that level costs
exceed crucial omicron level skill costs very quickly)

Step three. By implementing larger skill costs, you run the risk of
creating the exact same problem: Too large of exp barriers. Divide
up skill training into 1% increments, so we have a lot of little
goals.

Other thoughts: The only problem I see with dividing up costs into
small increments is makes death that much less of a problem. To
solve this, it may be necessary to make dying more of a big deal. I
don't really have any fantastic ways to do this, but I'm sure
Ixtlilton would not be in short supply of suggestions for that area.
Also, it would be interesting to see the effects of altering the
distribution of exp throughout a guild. Lower alpha level basecosts
some, and raise omicron basecosts so that less exp is needed to
really dive into the guildtree. I think it would make being a newbie
a lot more appealing if they could ascend faster through the
alpha/gamma and gamma/bravo barriers.

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

poster: Lucifer
subject: 1 hrs 6 mins 57 seco9nds exp party...> rates
date: Thu Nov 23 07:54:33 2006

 ----------------------------------------------------
---------------------'  |
1     Charix :   LDR :  1s : 125 :    13,130,557  :    36   
2 Goroharahad :  FOL :  2s : 117 :    12,127,099  :     7  
3    Lucifer :   FOL :     : 195 :    7,795,215   :    40       
'----------------------------------------------------
------------------------'

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

poster: Goroharahad
subject: >1 hrs 6 mins 57 seco9nds exp party...> rates
date: Thu Nov 23 07:57:57 2006

On Thu Nov 23 15:54:33 2006 Lucifer wrote post #54:
>  ----------------------------------------------------
> ---------------------'  |
> 1     Charix :   LDR :  1s : 125 :    13,130,557  :    36   
> 2 Goroharahad :  FOL :  2s : 117 :    12,127,099  :     7  
> 3    Lucifer :   FOL :     : 195 :    7,795,215   :    40       
> '----------------------------------------------------
> ------------------------'

As Lucifer just posted facts, I should add that the 2 happy expers (
Charix and myself ) were happy but surprised to see lower worth
"pays"<

We have been killing rather large mobs ( mostly sombre swamps, then
patients, the exp ratios were the same after the sombre swamp
already ). There seems to be something really wrong here.

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

poster: Korthrun
subject: >>1 hrs 6 mins 57 seco9nds exp party...> rates
date: Thu Nov 23 09:52:21 2006

On Thu Nov 23 15:57:57 2006 Goroharahad wrote post #55:
> > '----------------------------------------------------
> > ------------------------'
> 
> As Lucifer just posted facts, I should add that the 2 happy expers (
> Charix and myself ) were happy but surprised to see lower worth
> "pays"<
> 
> We have been killing rather large mobs ( mostly sombre swamps, then
> patients, the exp ratios were the same after the sombre swamp
> already ). There seems to be something really wrong here.
Assuming you were all in the party for equal amounts of time, I do
fine it interesting to see that the intent here seems to be a 180.
Larger players need more exp to advance so have traditionally gained
more exp. In RPG's world wide, and in this mud specificly.
I do think that it was outside the original intent to have players
reach these levels with such speed.

I know that a lot of us have been playing for a long time, and that
it wasn't considered a fast process. In my observations a fair
amount of the highbies today have gone through growth spurts. You
find a time in your life where you don't have much to do, or don't
care to do much else for entertainment and suddently you explode
your way up the plaque.

Having seen that party info is kinda neat and changes my perspective
a bit on this tune. You see that Charix, who is higher level than
goro got more exp, but luci who is notably larger level wise
recieved notably less. From an RP POV it defintly reinforces the
idea of not learning too much more the second time you take the same
lesson.

I quite like that, and I dig that it impacts the growth rate which
given the right RL circumstances can get a bit out of hand.

I understand that this impacts soloing greatly in many cases. I'm no
admin or rep or anything but I do recall it having been said that
this is a group oriented mud, or at the least that was part of the
original intent. That is an idea that I personally favor as well.
The introduction of guilds like SS and Necro kind of led us astray
of this idea (not at all implying any dislike, I quite enjoy both
guilds), as they are very solo oriented. Yes yes stuff like mist has
been around, but hasn't in my view had the sustainability that these
others do.

Nothing personal to my friend, but I do like the idea of seeing less
potential Jants. There are a fair amount of exp areas that have been
tuned to crap due to skilled people in these solo guilds, or people
with just enough worth soloing in them and keeping them "locked
down". Nothing wrong with camping an area in general, it's just sad
to see a great party area that many players could play in become
less favored due to the exp tune. I think something like this might
help out with that.

If this tune, or a similar one goes into "permanent" affect I would
like to plea with the active builders to take this into
consideration and work on some areas that might be a little more
geared towards large players soloing, or solid midbie/highbie
parties. I'm not whining about a definate lack now, just saying that
I tihnk we will need more should this change become real.

Peoples growth has far exceeded the original vision for the mud, and
thus the base design as well. People shouldn't be penalized for
loving the game, but we need to realize that we've been playing with
a favorable inbalance for a while now, and you aren't being
penalized, this is an attempt to restore balance.

My two cents, exact change only please.

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

poster: Goroharahad
subject: >>>1 hrs 6 mins 57 seco9nds exp party...> rates
date: Thu Nov 23 10:10:03 2006

On Thu Nov 23 17:52:21 2006 Korthrun wrote post #56:
> On Thu Nov 23 15:57:57 2006 Goroharahad wrote post #55:
> > > '----------------------------------------------------
> > > ------------------------'
> > 
> > As Lucifer just posted facts, I should add that the 2 happy expers (
> > Charix and myself ) were happy but surprised to see lower worth
> > "pays"<
> > 
> > We have been killing rather large mobs ( mostly sombre swamps, then
> > patients, the exp ratios were the same after the sombre swamp
> > already ). There seems to be something really wrong here.
> Assuming you were all in the party for equal amounts of time, I do
> fine it interesting to see that the intent here seems to be a 180.
> Larger players need more exp to advance so have traditionally gained
> more exp. In RPG's world wide, and in this mud specificly.
> I do think that it was outside the original intent to have players
> reach these levels with such speed.
> 
> I know that a lot of us have been playing for a long time, and that
> it wasn't considered a fast process. In my observations a fair
> amount of the highbies today have gone through growth spurts. You
> find a time in your life where you don't have much to do, or don't
> care to do much else for entertainment and suddently you explode
> your way up the plaque.
> 
> Having seen that party info is kinda neat and changes my perspective
> a bit on this tune. You see that Charix, who is higher level than
> goro got more exp, but luci who is notably larger level wise
> recieved notably less. From an RP POV it defintly reinforces the
> idea of not learning too much more the second time you take the same
> lesson.
> 
> I quite like that, and I dig that it impacts the growth rate which
> given the right RL circumstances can get a bit out of hand.
> 
> I understand that this impacts soloing greatly in many cases. I'm no
> admin or rep or anything but I do recall it having been said that
> this is a group oriented mud, or at the least that was part of the
> original intent. That is an idea that I personally favor as well.
> The introduction of guilds like SS and Necro kind of led us astray
> of this idea (not at all implying any dislike, I quite enjoy both
> guilds), as they are very solo oriented. Yes yes stuff like mist has
> been around, but hasn't in my view had the sustainability that these
> others do.
> 
> Nothing personal to my friend, but I do like the idea of seeing less
> potential Jants. There are a fair amount of exp areas that have been
> tuned to crap due to skilled people in these solo guilds, or people
> with just enough worth soloing in them and keeping them "locked
> down". Nothing wrong with camping an area in general, it's just sad
> to see a great party area that many players could play in become
> less favored due to the exp tune. I think something like this might
> help out with that.
> 
> If this tune, or a similar one goes into "permanent" affect I would
> like to plea with the active builders to take this into
> consideration and work on some areas that might be a little more
> geared towards large players soloing, or solid midbie/highbie
> parties. I'm not whining about a definate lack now, just saying that
> I tihnk we will need more should this change become real.
> 
> Peoples growth has far exceeded the original vision for the mud, and
> thus the base design as well. People shouldn't be penalized for
> loving the game, but we need to realize that we've been playing with
> a favorable inbalance for a while now, and you aren't being
> penalized, this is an attempt to restore balance.
> 
> My two cents, exact change only please.

Your post doesn't make sense. _IF_ the share we stated before is not
a bug, it means the tuen is trying to fix too many topics at the
same time :
- solo too rewarding  compared to parties ( this is not related to
levels or worth )
- big players should kill big mobs
- big players should get less exp
I would rather agree with 1rst issues. I do not see the problem with
big players having tons of exp. Why is 20G bad ? THe only question
is what you can do with it. And any downtune is going to hurt lower
people more in the end, because it will be harder to get there.

If you believe some people made too much exp, the only way to
balance it is to make uptune everybody ( this is in answer to your
arguments, not what I think is needed )

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

poster: Korthrun
subject: >>>>1 hrs 6 mins 57 seco9nds exp party...> rates
date: Thu Nov 23 10:23:09 2006

On Thu Nov 23 18:10:03 2006 Goroharahad wrote post #57:
> - big players should kill big mobs
> - big players should get less exp
> I would rather agree with 1rst issues. I do not see the problem with
> big players having tons of exp. Why is 20G bad ? THe only question
> is what you can do with it. And any downtune is going to hurt lower
> people more in the end, because it will be harder to get there.
> 
> If you believe some people made too much exp, the only way to
> balance it is to make uptune everybody ( this is in answer to your
> arguments, not what I think is needed )
I didn't recall making any agruments, but I do (in a not smartass
way) appreciate your feedback.

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

poster: Lucifer
subject: >>>>>1 hrs 6 mins 57 seco9nds exp party...> rates
date: Thu Nov 23 10:34:03 2006

|  Created At: 17:55:07  (37m38s)   
'--------------------------------------------------------------
| 1     Charix :      :       6s : 125 :    7,741,500   :     8    
| 2     Mikkiz :      :      29s : 144 :    8,395,727   :     3
| 3    Lucifer :  LDR :          : 195 :    4,635,617   :    30
'--------------------------------------------------------------

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

poster: Taliph
subject: Why is 20G so bad?
date: Thu Nov 23 14:05:41 2006

I'd like to address the question, asked recently, "Why is 20G so bad?"

There are a few issues that play into this question.  To begin with,
this mud wasn't designed with the idea of 20G sized players.

Over the years on IoM, the administration has made an effort to
accomodate and appease the exp-bloated high-end, while still trying
to maintain enjoyment and playability for the lower-worth players
who in most muds make up the bulk of the player-base.

Unfortunately this creates a huge divide amongst the players.  The
result, from my perspective, was a mud filled with a limited number
of idling 2-10g players.

At this same time, other muds similiar to IoM feature level
limits/caps in an attempt to maintain playability across the mud
without creating too much imbalance.  Oddly, they continue to
maintain very healthy numbers of players throughout the spectrum and
in large quantities.

At the same time as this, we have a very limited staff on IoM at
present ... many of the things being asked for by the player-base
are simply too demanding for immediate results and will need to be
implemented gradually, if at all.

:: Taliph ::

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

poster: Lorric
subject: ipodstuff
date: Sat Nov 25 08:51:22 2006

i just got an ipod shuffle.  i downloaded the itunes and am trying
to get my music library from winamp to my itunes library but am
haveing trouble.  i  have followed the help guide instructions but
no go.

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

poster: Daran
subject: my websites
date: Sun Nov 26 18:49:01 2006


Expect connection problems for a couple days while DNS sorts out, as
I have changed servers. Address is as follows (and should be back in
full swing soon):
     http://www.endlesshighway.info/


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

poster: Chemosh
subject: purifying drizzle
date: Fri Dec 15 15:25:12 2006

help spell purifying drizzle. 

this spell when cast will remove all prots of players in the room.
this includes elem body prots. 
This may cause you to die. 
Note: if you see a black cloud in a room (can only be an outside
room), there is a chance pruifying drizzle may be cast soon in that
room and that you may die if you are in it.

FYI
chemosh

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

poster: Tranquil
subject: >purifying drizzle
date: Sat Dec 16 01:25:04 2006

On Fri Dec 15 23:25:12 2006 Chemosh wrote post #63:
> help spell purifying drizzle. 
> 
> this spell when cast will remove all prots of players in the room.
> this includes elem body prots. 
> This may cause you to die. 
> Note: if you see a black cloud in a room (can only be an outside
> room), there is a chance pruifying drizzle may be cast soon in that
> room and that you may die if you are in it.
> 
> FYI
> chemosh

If this is true, it should probably be bug reported as it provides
players with a method of killing (some) other players.


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

poster: Maduo
subject: >>purifying drizzle
date: Sat Dec 16 01:28:18 2006

On Sat Dec 16 09:25:04 2006 Tranquil wrote post #64:
> On Fri Dec 15 23:25:12 2006 Chemosh wrote post #63:
> > help spell purifying drizzle. 
> > 
> > this spell when cast will remove all prots of players in the room.
> > this includes elem body prots. 
> > This may cause you to die. 
> > Note: if you see a black cloud in a room (can only be an outside
> > room), there is a chance pruifying drizzle may be cast soon in that
> > room and that you may die if you are in it.
> > 
> > FYI
> > chemosh
> 
> If this is true, it should probably be bug reported as it provides
> players with a method of killing (some) other players.
> 
i'd mark this as an unfortunate side-effect myself... purifying
drizzle removes all/any prots in the room iirc..
it's no less dangerous than the rock in ixt's area..

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

poster: Tranquil
subject: >>>purifying drizzle
date: Sat Dec 16 01:38:14 2006

On Sat Dec 16 09:28:18 2006 Maduo wrote post #65:
> On Sat Dec 16 09:25:04 2006 Tranquil wrote post #64:
> > On Fri Dec 15 23:25:12 2006 Chemosh wrote post #63:
> > > help spell purifying drizzle. 
> > > 
> > > this spell when cast will remove all prots of players in the room.
> > > this includes elem body prots. 
> > > This may cause you to die. 
> > > Note: if you see a black cloud in a room (can only be an outside
> > > room), there is a chance pruifying drizzle may be cast soon in that
> > > room and that you may die if you are in it.
> > > 
> > > FYI
> > > chemosh
> > 
> > If this is true, it should probably be bug reported as it provides
> > players with a method of killing (some) other players.
> > 
> i'd mark this as an unfortunate side-effect myself... purifying
> drizzle removes all/any prots in the room iirc..
> it's no less dangerous than the rock in ixt's area..

It is FAR more dangerous. 'Why?', I hear you ask? Here's why:

The rock in trolls can only kill players in a very few rooms. It's
quite easy to avoid those rooms if one is really concerned about
features that allow pk. Conversely, literally thousands of rooms on
the mud are outdoors. A nether mage could be in any one of these
when some druid comes in and, possibly maliciously, casts purifying
drizzle. Even without the recent hamstringing of highbies, any
feature that allows players to waste anything up to 6 hours of
another player's effort without fear of retribution is bad for the
mud.

Pk was removed for a reason. Features that allow players to
deliberately kill other players in a wide range of circumstances
should likewise be removed.


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

poster: Maduo
subject: >>>>purifying drizzle
date: Sat Dec 16 01:40:52 2006

On Sat Dec 16 09:38:14 2006 Tranquil wrote post #66:
> On Sat Dec 16 09:28:18 2006 Maduo wrote post #65:
> > On Sat Dec 16 09:25:04 2006 Tranquil wrote post #64:
> > > On Fri Dec 15 23:25:12 2006 Chemosh wrote post #63:
> > > > help spell purifying drizzle. 
> > > > 
> > > > this spell when cast will remove all prots of players in the room.
> > > > this includes elem body prots. 
> > > > This may cause you to die. 
> > > > Note: if you see a black cloud in a room (can only be an outside
> > > > room), there is a chance pruifying drizzle may be cast soon in that
> > > > room and that you may die if you are in it.
> > > > 
> > > > FYI
> > > > chemosh
> > > 
> > > If this is true, it should probably be bug reported as it provides
> > > players with a method of killing (some) other players.
> > > 
> > i'd mark this as an unfortunate side-effect myself... purifying
> > drizzle removes all/any prots in the room iirc..
> > it's no less dangerous than the rock in ixt's area..
> 
> It is FAR more dangerous. 'Why?', I hear you ask? Here's why:
> 
> The rock in trolls can only kill players in a very few rooms. It's
> quite easy to avoid those rooms if one is really concerned about
> features that allow pk. Conversely, literally thousands of rooms on
> the mud are outdoors. A nether mage could be in any one of these
> when some druid comes in and, possibly maliciously, casts purifying
> drizzle. Even without the recent hamstringing of highbies, any
> feature that allows players to waste anything up to 6 hours of
> another player's effort without fear of retribution is bad for the
> mud.
> 
> Pk was removed for a reason. Features that allow players to
> deliberately kill other players in a wide range of circumstances
> should likewise be removed.
> 
lets remove healer then since they can obviously kill players the easiest XD
seriously think about what you're saying.. in order for a druid to
maliciously kill a nether, they must first find that person.. also,
that person must be up in form and exping as well.. not only that,
but im betting a dime a dozen that if it happened, zif would be all
over that person that killed the player
btw, the rock is 10x more brutal as ppl can use triggers and just
sit at the entrance waiting for ppl to enter

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

poster: Lorric
subject: eq fs
date: Sat Dec 16 19:15:52 2006

i need to clean up safe have the following items fs 
dark amulet of conjurer.  cenoba ring.  wings of daedalus.  black
chain stained with blood.  dragon belt.  xetrovs spiked necklace. 
cgg.  ghazi armguard.  fluffy hosp slippers.  royal blue cloak. 
black leather gloves.  dragon skull.  fanged daggers.  zappa girdle.
 sorrow mask

if anyone would care to suggest mb's on these items feel free to mail

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

poster: Rancor
subject: >>>>purifying drizzle
date: Sun Dec 17 09:16:33 2006

you all realize that this spell has been like this for a long long
long time and has not really caused a problem......   Dont need to
change something that is not a problem.   

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

poster: Wazup
subject: optical illusion
date: Sun Dec 17 16:10:27 2006

To everyone who hates rock

so many ppl think i 

use the rock, well 

no ones actually witnessed this occurrence

and there are false and 

tumultuous accusations being tossed and 

smothered around so

u people who are doing this stop

And also, its really not that funny 

nemore and is just getting

annoying so just 

leave it alone like its nothing and 

shut the trap

Hereafter is a time 

in which ppl can 

shut their trap

Dun dun dun

and 

dangggg



Sincerely, the poet, Wazup

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

poster: Korthrun
subject: memories
date: Mon Dec 18 12:14:16 2006

Just ran into this at work, and thought I'd post it for those of us
who've been around to remember


[12:11] JonD:   5 ewr-core-02.inet.qwest.net (205.171.17.129) [AS209
{ASN-QWEST}] 76 msec 72 msec 76 msec 
[12:11] JonD:   6  *  *  *  
[12:11] JonD:   7 phv-edge-04.inet.qwest.net (205.171.12.114) [AS209
{ASN-QWEST}] 152 msec 156 msec 156 msec
[12:12] JonD:   5 ewr-core-02.inet.qwest.net (205.171.17.129) [AS209
{ASN-QWEST}] 76 msec 72 msec 76 msec 
[12:12] JonD:   6  *  *  *  
[12:12] JonD:   7 phv-edge-04.inet.qwest.net (205.171.12.114) [AS209
{ASN-QWEST}] 152 msec 156 msec 156 msec

harhar

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

poster: Apathy
subject: Eq book site
date: Mon Dec 18 20:08:29 2006

My site is back up again (http://www.periware.org/iom_eq/).  Sorry
everyone about the week-and-a-half downtime.  Qwest changed the IP
address and nobody told me.

-Apathy

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

poster: Chemosh
subject: Poll Site
date: Tue Dec 19 04:36:21 2006

Hi all,

as I cannot mud from work, I took the time to surf the mud website and found something cool



http://www.islandsofmyth.org/3k/cgi/poll.c



Here you can cast your opinion poll to various topics. As we all have an opinion, I suggest you all take the time to give your opinion to the Sloatinok change. According to news this experiment will be evaluated around Chrsitmas so time is running out!!



regards

C




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

poster: Denim
subject: xps
date: Tue Dec 19 14:34:50 2006

i dont fucking run xps

denim

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

poster: Mugen
subject: >xps
date: Tue Dec 19 15:37:48 2006

On Tue Dec 19 22:34:50 2006 Denim wrote post #74:
> i dont fucking run xps
> 
> denim
I don't like corn syrup

felt

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

poster: Axis
subject: meh\
date: Wed Dec 20 00:39:04 2006

found out i got cancer today so im not gonna be on a whole lot. no
its not a joke so seeya
thanks fuckers

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

poster: Uno
subject: >>xps
date: Wed Dec 20 08:21:12 2006

On Tue Dec 19 23:37:48 2006 Mugen wrote post #75:
> On Tue Dec 19 22:34:50 2006 Denim wrote post #74:
> > i dont fucking run xps
> > 
> > denim
> I don't like corn syrup
> 
> felt

I'm so adjective, I verb nouns.


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

poster: Axis
subject: cancer
date: Sun Dec 24 02:09:59 2006

got my test results back from the specialist (the hospital sent them
to get looked over) and he didnt think that it was cancer. whee for
me. so i went back in for an ultrasound on my balls. turns out what
they at first thought was cancer turned out to be a bad case of the
blue balls. my new gf hasnt put out in 9 weeks and it caught up with
me. lucky for me im in lots of pain and i got a solemn promise from
her to fix things so i thought u should all know
yay and pwn so imma be off for a few days (girlfriend is gonna be
pretty sore) and then ill be back pwnin
later fuckers

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

poster: Bahgtru
subject: >cancer
date: Sun Dec 24 02:10:45 2006

On Sun Dec 24 10:09:59 2006 Axis wrote post #78:
> got my test results back from the specialist (the hospital sent them
> to get looked over) and he didnt think that it was cancer. whee for
> me. so i went back in for an ultrasound on my balls. turns out what
> they at first thought was cancer turned out to be a bad case of the
> blue balls. my new gf hasnt put out in 9 weeks and it caught up with
> me. lucky for me im in lots of pain and i got a solemn promise from
> her to fix things so i thought u should all know
> yay and pwn so imma be off for a few days (girlfriend is gonna be
> pretty sore) and then ill be back pwnin
> later fuckers
ROFL you had blue balls and you thought they were cancer. You just made my day

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

poster: Axis
subject: >>cancer
date: Sun Dec 24 02:11:33 2006

On Sun Dec 24 10:10:45 2006 Bahgtru wrote post #79:
> > to get looked over) and he didnt think that it was cancer. whee for
> > me. so i went back in for an ultrasound on my balls. turns out what
> > they at first thought was cancer turned out to be a bad case of the
> > blue balls. my new gf hasnt put out in 9 weeks and it caught up with
> > me. lucky for me im in lots of pain and i got a solemn promise from
> > her to fix things so i thought u should all know
> > yay and pwn so imma be off for a few days (girlfriend is gonna be
> > pretty sore) and then ill be back pwnin
> > later fuckers
> ROFL you had blue balls and you thought they were cancer. You just made my
day
eheh. they told me they thought it was cancer but yeah :)

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

poster: Hymn
subject: >>>cancer
date: Sun Dec 24 06:29:33 2006

On Sun Dec 24 10:11:33 2006 Axis wrote post #80:
> On Sun Dec 24 10:10:45 2006 Bahgtru wrote post #79:
> > > to get looked over) and he didnt think that it was cancer. whee for
> > > me. so i went back in for an ultrasound on my balls. turns out what
> > > they at first thought was cancer turned out to be a bad case of the
> > > blue balls. my new gf hasnt put out in 9 weeks and it caught up with
> > > me. lucky for me im in lots of pain and i got a solemn promise from
> > > her to fix things so i thought u should all know
> > > yay and pwn so imma be off for a few days (girlfriend is gonna be
> > > pretty sore) and then ill be back pwnin
> > > later fuckers
> > ROFL you had blue balls and you thought they were cancer. You just made my
> day
> eheh. they told me they thought it was cancer but yeah :)
wtf is blue balls? :p

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

poster: Eponine
subject: >>>cancer
date: Sun Dec 24 10:51:47 2006

On Sun Dec 24 10:11:33 2006 Axis wrote post #80:
> On Sun Dec 24 10:10:45 2006 Bahgtru wrote post #79:
> > > to get looked over) and he didnt think that it was cancer. whee for
> > > me. so i went back in for an ultrasound on my balls. turns out what
> > > they at first thought was cancer turned out to be a bad case of the
> > > blue balls. my new gf hasnt put out in 9 weeks and it caught up with
> > > me. lucky for me im in lots of pain and i got a solemn promise from
> > > her to fix things so i thought u should all know
> > > yay and pwn so imma be off for a few days (girlfriend is gonna be
> > > pretty sore) and then ill be back pwnin
> > > later fuckers
> > ROFL you had blue balls and you thought they were cancer. You just made my
> day
> eheh. they told me they thought it was cancer but yeah :)
Yeah, blue balls...cancer...for a guy I'm not sure what's worse :P
Love you dear, hope you have fun getting your sexual healing
Eponine the Seksi

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

poster: Wildchild
subject: >>>>cancer
date: Sun Dec 24 18:17:15 2006

*roflmao*

Cancer... no, wait, it's just blue balls.

What is blue balls?

*roflmao* what is blue balls, oh jesus....

Thank you, Hymn and Axis. You guys just made my day.
It has once again been confirmed that, as long as this mud is here,
I can always get great laughs. :)

-WildChild

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

poster: Chemosh
subject: Feedback on Sloat experiment
date: Thu Dec 28 05:09:29 2006

I would like the give some feedback on the sloatinok experiment from
the point of view of a druid. in general the experiment makes it
very difficult for druids to wear down eq. firstly some points which
make this difficult.
1. druid guild item is staff - this blocks all weapons and i am
forced to find another player who will wear down weapon items 
2. druid needs regen to gold (only activity that does not cost me
anything) - it is not an option to exchange more than 30% of my top
slot druid set with other items just to wear them down.

at present i am forced to give all my items to necros (who have the
huge bonus that they have familiars that can wear items... 4x15
slots!


This is feedback. yes i have tried to sac eq and it was very
difficult (for a druid). I have done eq during the experiment and
have not sold any more (or less) than prior to the change. For me
the change has just caused me to buy more safes and tp sac eq at a
slower rate. 

I hope this feedback helps collect data for the experiment

C


PS now for my -opinion- based on this experiment from a druid POV. i
do not like it one single bit and i am for returned the sloatinok
system back to its previous state.


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

poster: Lotus
subject: >Feedback on Sloat experiment
date: Thu Dec 28 08:00:09 2006

I agree with Chemosh. My voker mostly only equips, behind a tank, so not much
wearing down the eq I use. My dragon body doesnt help here either.
My safes get fuller, most of the stuff i got doesnt sell, it's only
purpose is tp sac.
But i would (radically!) suggest to return Sloat to the state before this.
Let him accept anything and everything. Yes, we get more TP's. Is
that really a problem?

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

poster: Maduo
subject: >>Feedback on Sloat experiment
date: Thu Dec 28 08:19:35 2006

On Thu Dec 28 16:00:09 2006 Lotus wrote post #85:
> I agree with Chemosh. My voker mostly only equips, behind a tank, so not
much
> wearing down the eq I use. My dragon body doesnt help here either.
> My safes get fuller, most of the stuff i got doesnt sell, it's only
> purpose is tp sac.
> But i would (radically!) suggest to return Sloat to the state before this.
> Let him accept anything and everything. Yes, we get more TP's. Is
> that really a problem?
i think the real problem as i see it is that you guys are just too
damn greedy... listen to your stories.. instead of helping out the
newbie population by selling shit, you horde it, hoping that the
wizzies will change him back so you can grow ever fatter.
i personally like this change because it frowns on the people that
like to horde shit.
as for the weapons chemosh... why not just reinc? split off an
evoker body or something and you got a bonified weaponsdecayer body
since eqdecay is not measured by the amounts of hits you take, but
the amount of time you spend in combat.
limiting ppl so they can't become godly and maxxed out, is that
really a problem? ;)

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

poster: Blackjack
subject: >>>Feedback on Sloat experiment
date: Thu Dec 28 08:22:04 2006

Trade your mint eq to players that have damaged eq. Let players who need the eq use it until its damaged. I like the change, it forces players to be more creative rather than just TP farming. 

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

poster: Zifnab
subject: >>Feedback on Sloat experiment
date: Thu Dec 28 08:44:13 2006

On Thu Dec 28 16:00:09 2006 Lotus wrote post #85:
> I agree with Chemosh. My voker mostly only equips, behind a tank, so not
much
> wearing down the eq I use. My dragon body doesnt help here either.
> My safes get fuller, most of the stuff i got doesnt sell, it's only
> purpose is tp sac.
> But i would (radically!) suggest to return Sloat to the state before this.
> Let him accept anything and everything. Yes, we get more TP's. Is
> that really a problem?

Just want to say here.. your equipment wears down just as fast if you
are behind a tank or not.

not sure that changes your opinion.. I just wanted to clear that up.

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

poster: Ca
subject: More Feedback on Sloat change
date: Wed Jan  3 12:06:31 2007

Ok, according to Daneel's news post on Oct 28, the change was supposed to last two months followed by a week of discussion (we should be in the discussion period).  I haven't seen much discussion in the news (only a few posts), so I'll post my perception of the change and problems here.



First off, I think we should be honest.  Everyone here plays to advance their own character.  Most of us help other players along the way when they need it, but I don't think many will argue that the majority of their time is spent advancing their own character in some way.  You can call it selfish if want, but any system we put in place will only work if it provides players incentives to do whatever it is we decide they should be doing to make the mud more fun for all.



The problems as I see it:

I don't see a problem with people eqing to get tps.  It provides an incentive for players who wouldn't otherwise be joining eq parties to do eq.  That's good because it means players that are still working on their sets (newer players), can join eq parties to work on their sets.  Its also good because even players who eq just to get tps will eventually get duplicates which they'll want to get rid of which would introduce an opportunity.  Now the problem as I see it is that gold just doesn't have the value it used to.  Some of the lower end eq still gets sold for gold, but most of the top stuff is for trade only (and usually only to other top stuff).  So, the newer level 60 player who can't join top eq parties isn't able to buy top eq either even if he has spent the time to build up a stockpile of gold.  That's the problem as I see it.  I think any solution for fixing this problem (assuming there is agreement this is the problem) should focus on making gold more valuable to provide an incentive to players to sell their top-eq for gold.



As far as this change goes, I don't think it solves the problem I described.  It might take away an incentive for some players to eq though (which is counterproductive if the goal is to provide lower level players who have spent the time and effort golding with an option to buy higher end eq).



Btw, I really like being able to post news on the web (which I only now discovered)... so um, praise for whoever that wiz was.  Its also enabled me to make a really long post I wouldn't have normally made (no really, that's a good thing, I think)  :)



P.S. Lets get some more opinions/discussion.

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

poster: Expandrew
subject: >More Feedback on Sloat change
date: Wed Jan  3 13:20:35 2007

This change seems to be a miss with everyone who posts, but I love it.  I love everything about this change to sloat.  I haven't seen the the sales channel so active since I joined this game.  There are eq parties running at least once a day, and up to 3.  I see eq fs and ft all day, even if it's to the same thing except in a saccable condition.  I would really like to see this change be made permanent, it gets people to work together more often.



my two cents

-ex

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

poster: Monkey
subject: >>More Feedback on Sloat change
date: Wed Jan  3 13:23:24 2007

I think it fits. In real life, a weapon is worth more if it has seen battle.

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

poster: Lucifer
subject: >>>More Feedback on Sloat change
date: Wed Jan  3 13:42:55 2007

We did eq parties each day, until this change came... (my clan)
after the change
we havent done any eq...

The change does not fit me,, as Ive stated before.


My oppinion to this change still holds, after 2 months.

I think sloatinok should take any shaped armor piece..  

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

poster: Zifnab
subject: >>>>More Feedback on Sloat change
date: Wed Jan  3 13:45:33 2007

On Wed Jan  3 21:42:55 2007 Lucifer wrote post #92:
> We did eq parties each day, until this change came... (my clan)
> after the change
> we havent done any eq...
> 
> The change does not fit me,, as Ive stated before.
> 
> 
> My oppinion to this change still holds, after 2 months.
> 
> I think sloatinok should take any shaped armor piece..  

Just a comment.. is the reason you do not do eq
anymore because your 2 main equipment people quit
without giving it a shot or because of the change
itself?


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

poster: Lucifer
subject: >>>>>More Feedback on Sloat change
date: Wed Jan  3 13:46:35 2007

Nope... They did not quit due to this change... 

I dont care to go into why they quit either... that has nothing
to do with this.

It is because of the change itself.

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

poster: Iedee
subject: >More Feedback on Sloat change
date: Wed Jan  3 13:54:10 2007

On Wed Jan  3 20:06:31 2007 Ca wrote post #89:
> Ok, according to Daneel's news post on Oct 28, the change was supposed to
last two months followed by a week of discussion (we should be in the
discussion period).  I haven't seen much discussion in the news (only a few
posts), so I'll post my perception of the change and problems here.

> 

> First off, I think we should be honest.  Everyone here plays to advance
their own character.  Most of us help other players along the way when they
need it, but I don't think many will argue that the majority of their time
is spent advancing their own character in some way.  You can call it selfish
if want, but any system we put in place will only work if it provides
players incentives to do whatever it is we decide they should be doing to
make the mud more fun for all.

> 

> The problems as I see it:

> I don't see a problem with people eqing to get tps.  It provides an
incentive for players who wouldn't otherwise be joining eq parties to do eq.
 That's good because it means players that are still working on their sets
(newer players), can join eq parties to work on their sets.  Its also good
because even players who eq just to get tps will eventually get duplicates
which they'll want to get rid of which would introduce an opportunity.  Now
the problem as I see it is that gold just doesn't have the value it used to.
 Some of the lower end eq still gets sold for gold, but most of the top
stuff is for trade only (and usually only to other top stuff).  So, the
newer level 60 player who can't join top eq parties isn't able to buy top eq
either even if he has spent the time to build up a stockpile of gold. 
That's the problem as I see it.  I think any solution for fixing this
problem (assuming there is agreement this is the problem) should focus on
making gold more valuable to provide an incentive to players to sell their
top-eq for gold.

> 

> As far as this change goes, I don't think it solves the problem I
described.  It might take away an incentive for some players to eq though
(which is counterproductive if the goal is to provide lower level players
who have spent the time and effort golding with an option to buy higher end
eq).

> 

> Btw, I really like being able to post news on the web (which I only now
discovered)... so um, praise for whoever that wiz was.  Its also enabled me
to make a really long post I wouldn't have normally made (no really, that's
a good thing, I think)  :)

> 

> P.S. Lets get some more opinions/discussion.

I agree with Ca's post as it is, so I do not have much to add in that regard.

Regarding eq being done more recently, I am wondering if this is due
to the fact that there has been a holiday break, and that people,
like myself, have some time off and are able to devote the necessary
time to an eq party?

Let's bring incentive back into the mud and make all eq tpable
again...otherwise us selfish players will get bored and do other
things in other places. (I can already see the response, "If you
don't like it, you can leave."...and yes, that is true.  But can
this mud survive if it continues to lose established players who
lose interest and move on?)

- Iedee

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

poster: Lotus
subject: >>More Feedback on Sloat change
date: Wed Jan  3 13:55:33 2007

On Wed Jan  3 21:20:35 2007 Expandrew wrote post #90 in general:

> This change seems to be a miss with everyone who posts, but I love it.  I love everything about this change to sloat.  I haven't seen the the sales channel so active since I joined this game.  There are eq parties running at least once a day, and up to 3.  I see eq fs and ft all day, even if it's to the same thing except in a saccable condition.  I would really like to see this change be made permanent, it gets people to work together more often.



Yes, I sell my stuff now, and yes i eq whenever i can now. But neither is due to the change to sloat. I can eq because i have a good split with voker and shifter, and I sell stuff cause I need money training skills. But, given the oppertunity, I'd still much rather sac it all. As i stated before, most of what i got doesnt sell, so even since i've been selling stuff the last 4-5 days, maybe 1 piece a day, my safes got fuller, with nothing to do with the stuff in it but hope for a stupid newbie offering enough for stupid eq, or it somehow becomes saccable again. I'm hoping for the last...


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

poster: Haimer
subject: >>More Feedback on Sloat change
date: Wed Jan  3 13:57:06 2007

On Wed Jan  3 21:20:35 2007 Expandrew wrote post #90 in general:

> This change seems to be a miss with everyone who posts, but I love it.  I love everything about this change to sloat.  I haven't seen the the sales channel so active since I joined this game.  There are eq parties running at least once a day, and up to 3.  I see eq fs and ft all day, even if it's to the same thing except in a saccable condition.  I would really like to see this change be made permanent, it gets people to work together more often.



> 



> my two cents



> -ex





I dont think the EQ running has anything to do with Sloat.  That may be wrong for some, but for me and a few others, we do EQ to sell the lowbie/midbie EQ in *hopes* of finding someone selling top EQ.  Unfortunately, top is only FT and not for sale most of the time.   



The up and comers need to be able to TP sac eq in order to advance their characters in order to do the bigger EQ mobs.  



I agree with Ca.  I think the issue is that gold isnt worth anything anymore.  We should try to think of some great ways to balance out the gold... more so along the lines of getting the gold the highbies have... not reducing what can be made.  Reducing what can be made punishes the ones without gold.



my 2 cents...

Haimer


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

poster: Rancor
subject: >>>>>>More Feedback on Sloat change
date: Wed Jan  3 16:33:23 2007

On Wed Jan  3 21:46:35 2007 Lucifer wrote post #94:
> Nope... They did not quit due to this change... 
> 
> I dont care to go into why they quit either... that has nothing
> to do with this.
> 
> It is because of the change itself.

Lucifer your not that important get over yourself.  EQ did not stop
after you and your buddies decided to get all pissy about something
and stop eqing, this change is bigger than you,  and eq is still
being run without you. You are the only thing stopping yourself from
EQing not this change.


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

poster: Esoteric
subject: >>>>>>>More Feedback on Sloat change
date: Wed Jan  3 17:50:49 2007

On Thu Jan  4 00:33:23 2007 Rancor wrote post #98:
> > to do with this.
> > 
> > It is because of the change itself.
> 
> Lucifer your not that important get over yourself.  EQ did not stop
> after you and your buddies decided to get all pissy about something
> and stop eqing, this change is bigger than you,  and eq is still
> being run without you. You are the only thing stopping yourself from
> EQing not this change.
> 
The change doesn't really affect anyone. It allows mint eq to get
into the hands of people who use eq for stats, or it allows us to
swap mint eq to good/scratched. Since the change i see a lot more eq
in game, as opposed to nothing for sale, and everything tped right
off. I'm comfortable either way, you can leave it or change it back,
i like the new way more though, makes it more of a challenge.

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

poster: Lucifer
subject: >>>>>>>>More Feedback on Sloat change
date: Wed Jan  3 19:17:26 2007

Ofcourse you do, in the long run, it puts more money into the game.

Since You dont have to pyroclast eq anymore, you just damage it down, trade it
for a mint one.


And ffs, I just said why I did not like it, dont flame me with bullshit

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

poster: Daneel
subject: Sloat change
date: Thu Jan  4 08:16:16 2007

From my perspective, this change has done little positive or 
negative.  I see about equal support on each side of it, but 
no real cultural change either way.

On the plus side:
  (1) It seems to be players who are thinking about the system
      who are rewarded for it.
  (2) It seems to spread around a little bit the possibilities 
      of reasonable play styles.
  (3) It causes greater disparities between different classes,
      causing more differentiation between characters - less 
      "all X are the same" type attitudes.

On the minus side:
  (1) It causes greater disparities between different classes,
      with the resultant attendent unfairnesses.
  (2) It causes a delay between action and reward in eqing 
      that reduces the psychological impetus to get eq - though
      most people seem to be able to take a long enough term 
      view to get past this.
  (3) It lessens the usefulness of pyroclasts, reducing their
      effective balancing effect on the equiping economy.

Unfortunately, my gut reaction is to keep it, but for none of 
the above reasons - just because those who want it are citing 
valid reasons, and those who don't seem to me to be mostly just
whining that it hurts them personally (ca's post being a 
notable exception).

But in terms of actual reasons pro and con, the change seems a 
bit of a wash.  It doesn't seem to me to be causing the change
it was designed to do (getting more eq. sold), but neither is
it really hurting anything significant; occasional change for
its own sake is good to, and helps to keep the mud a little 
bit more vibrant.

So, what I'd like for this discussion for the moment is:
(A) Adding to my pro and con list above.
(B) starting to form a list of the problems we'd like to solve
    with future changes.
(C) Suggestions for future changes to be matched with B :-)
and of course
(D) Anything else you think is important I missed with A-C.

                 -Daneel

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

poster: Lotus
subject: >Sloat change
date: Thu Jan  4 08:31:39 2007

On Thu Jan  4 16:16:16 2007 Daneel wrote post #101 in general:

>   (2) It causes a delay between action and reward in eqing 

>       that reduces the psychological impetus to get eq - though

>       most people seem to be able to take a long enough term 

>       view to get past this.



> (A) Adding to my pro and con list above.



Well, call this a whine about it hurting me personally, but i have this long enough term view. But don't really know how much longer.



As an example: My first top eq piece was a helm of versatility. I thought to use it a bid before I sacced it. One reason being sloats not that easy to get to. Then sloat got changed. I couldn't sac it anymore. Ok, so I use it some more. Then, I finally pyro it, stash it away for my next sloat trip, sloat gets changed.



Bye bye, long term view?



Another thing. Yes, we have a small regular player base. But it is too small to wear down all the eq. I'm not gonna give my top tp sac eq to some newbie, I wanna know I at least get it back, wore down or not.



And right now, I'm trading eq on good faith it will tp sac. Still not so easy to get to sloat and check. I know, there are ways to check, but until now, with the things i did try to sac, it was quite unclear to me. Maybe i tried to sac scratched stuff that could be repaired still, but i dont know how i can see if eq i got traded needs repair or not, except by repairing it, which offcourse loses me money again.



Just another whine...


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

poster: Uno
subject: >Sloat change
date: Thu Jan  4 12:27:23 2007

On Thu Jan  4 16:16:16 2007 Daneel wrote post #101:
> 
> So, what I'd like for this discussion for the moment is:
> (A) Adding to my pro and con list above.
> (B) starting to form a list of the problems we'd like to solve
>     with future changes.
> (C) Suggestions for future changes to be matched with B :-)
> and of course
> (D) Anything else you think is important I missed with A-C.
> 
>                  -Daneel

Is now a good time to propose the second portion of the change
as it was originally suggested?

If so, picture a waterfall...

or just use this handy diagram:

http://members.sigecom.net/akeeping/iomassets.jpg

Without the line created and notated with note #1, the sloat
change really doesn't make a whole lot of sense. 

If we can agree that it did not intrinsically destroy the mud's
economy, then my suggestion is to ponder the bullet points for note #1,
using the overall diagram as a reference point.

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

poster: Taliph
subject: >Sloat change
date: Thu Jan  4 13:58:49 2007

On Thu Jan  4 16:16:16 2007 Daneel wrote post #101:
> So, what I'd like for this discussion for the moment is:
> (A) Adding to my pro and con list above.

Pro (for players): A large quantity of equipment that was otherwise
not viable for tp saccing is now viable for saccing.

Pro (for players): Players can now opt to sac their old eq and
replace it with a new piece (perhaps the same or better) rather than
having to sac the new piece and repair their used equipment.

Pro (for players): A new market has opened up for the reselling of
used equipment which would otherwise have been considered "totalled"
... i.e. not worth pyro/repair costs to continue using.

> (B) starting to form a list of the problems we'd like to solve

(a) Reduction of the disparity between the lower and upper level
players.  The differential would be better modeled as geometric in
nature than exponential.

(b) Further development towards a self-driven economy ... with
recurring gold costs throughout the life of the player and closer
examination of balance with regard to gold production within
specific areas that may not be "in tune" with the other areas of
IoM.


:: Taliph ::

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

poster: Highpriest
subject: My summary of Sloat
date: Fri Jan  5 03:15:31 2007

Now, I'd like to give a summary of what I fell, the problems we are facing, as well as some sort of solution...







I agree with Ca (in a much earlier post) that gold has lost its worth. There are indeed a number of lowbies and midbies that struggle to gold as much as possible and found problems buying high-end EQ. Well in my own view, this change has brought down the amount of 'for trade only' of high-end EQ, even though it is just a small amount.



Similar to what I wished to code (when I become a builder), we can make an NPC that receive orders (request of high end EQ) from players, and try to get the players what they want. (EQ source isn't from players) It is hard to state what the whole thing out, so I'll only say more when there's a need. (daneel has that) To make it simple, the higher-end the EQ is, the less possible (or longer time) you will get it. And the more you offer, the more likely you get it too.













On the other hand, lowbie and midbie EQ seems to have met a problem: Most players prefer to tp-sac lower end EQ first (because it's cheaper), and the requirement of wearing them down is making it hard to tp-sac. The reason is that these lower end EQ are much less in demand as compared to higher end ones, and higher level players are extremely reluctant to wear these 'crappy EQ'. Moreover, midbie EQ mobs can drop much faster compared to high-end EQ mobs. (this translate to: it is hard to form an EQ party to hunt high-end mobs, and thus midbie EQ mobs will drop instead) The result: lowbie/midbie EQ can't sell well because

(1) Rarely are there people who are willing to wear them down to make them tp-saccable.

(2) Even midbie/lowbie players don't like them that much as well.

On top of that, a party that wished to hunt down high-end mobs could easily end up hunting midbie/pool mobs, causing a large amount of these mid range EQ into the market, yet with very low demand.



One possible solution is to increase decay rate of lower end EQ (this wouldn't help much if no one wants to wear them).



Making more uses for these EQ would help too, an example is to create a wierd NPC that is willing to trade you a random higher-end EQ (not top) for quite a number of lower end EQ. This example will also help midbies to get higher end EQ (buy midbie EQ, trade them for higher end pieces).









With this change made permanent (unless I'm mistaken), this also permanently opens a new market of trading used EQ to new EQ, as well as "I'll pay you to wear down this EQ" (paying is optional). There isn't any problem with the trading one, but there is a problem with the one asking someone to wear down EQ for you. I'd like to propose a new idea (that not only helps in this, but normal trading as well) to add an NPC that does the middleman job of trading EQ. How it works: Player A and B gives a set of items (EQ, gold, general items etc) each to this NPC, and A and B collects each other's set of items. However, this trade is a temporary one: They comes with a duration of how long these items stay with A and B. Meanwhile, both players can use these items as if they are theirs. The item can be given protection against selling or dropping, or they can go back to the NPC. When the time limit is up, these items go back to the NPC. A and B must both give their yes to the NPC before the time runs out, so that the trade is will be made permanent. This allows player to do a safe sale or trade, as well as loaning/borrowing EQ with an agreed price and asking others to wear down EQ for you (with a time limit). They are protected from the risk of losing their precious EQ.







Well I know I proposed lots of NPC, but I'm willing to code them all when I become a builder or something.



-HP






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

poster: Kacroo
subject: >Sloat change
date: Fri Jan  5 05:59:04 2007

>(A) Adding to my pro and con list above.



Pro:



-A new market has opened up for people willing to damage eq for others.  I have had several people approach me wanting my minions to damage their eq.



-There is no longer a huge gap in price between mint eq and used eq.



Con:



-Far more work and time is now necessary to TP sac eq.  This has discouraged some people and caused them to become less active or stop playing altogether.



-It adversely affects new players or those who haven’t started TP saccing yet far more that TP whores who already have massive amounts of TP.  This could be perceived as unfair by some. 



>(B) starting to form a list of the problems we'd like to solve with future changes.



Problems:



(1)High-end/Top eq aren’t being sold on the open market.  They are usually only ft or, in rare cases, being sold for absolutely obscene amounts of gold.  I believe that the main culprit is that gold isn’t very useful to start with and that it continues to loose it’s usefulness as a player advances.



(2)The number of active players seem to be shrinking.  When I say â€active player’ I mean someone who is actually playing the mud.  Although unpopular and/or negative changes does drive away players, it’s usually not that big of an impact.  I think that most leave because, at some point, advancement slows down to a crawl.  The effort to keep on playing starts to outweigh the joy of seeing progress with a character.



(3)A limited number of things for a player to focus on.  Currently, the three main things a player can decide to do when they log in are: acquiring xp, gold and/or eq.  Even though there are many different ways to go about doing one of those three,  it can get very monotonous.



>(C) Suggestions for future changes to be matched with B :-)



Possible Solutions:



(1)Adding more uses for gold would certainly help with the first problem.  It would not only add value to gold, but it will also create new content that players can focus on.  Things like hiring mercs, hiring a guide, buying and maintaining pets, expanding castles, being able to bribe mobs, adding a political system, and even adding an eq creation system for a much broader range of players than snafu are all possibilities.



(2)I see three different things that could be done about this one.  First, we could try and attract more new players to replace the ones that leave.  Second, we could try to keep ahead of the player base by adding more and more content for higher and higher level players.  That way we always have something to work towards.  Third, we could implement a system that has already be suggested many times before.  I’m talking about a way for players to give up everything and start fresh as a new player.  Personally, I would prefer both the first and third over the second as it is more of a delay tactic than anything else.



(3)More events that require the participation of the player would help.  Many of the things in Solution #1 and #2 would also help with this problem. Choosing a god to worship/follow and carrying out it’s wishes could also be quite interesting…

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

poster: Chemosh
subject: >My summary of Sloat
date: Fri Jan  5 08:08:27 2007

wouldnt this make eq parties redundant? i just gold gold gold, pay
the NPC LOTS of gold and buy my set or stuff i still need to sac

I thought the guild tunes were geared towarded encouraging partying
and not solo-gold

C

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

poster: Daneel
subject: Problems/solutions
date: Fri Jan  5 09:43:05 2007

I completely agree with the suggestion that gold has little use
now, and that that is one big problem.

I also agree with HP's point that another problem is the relative
uselessness of low-end equipment.


Neither has any painless solutions, but to the later I've had an
idea that I've been waiting on the current experiment ending to
start presenting.

Currently, the higher-end the equipment, the slower it decays.

I think if we change that, so that complex, high-reward equipment
is more fragile than simple, low-end equipment (basically 
reversing the decay rates), it will hopefully encourage people 
to use low-end eq. for day-to-day use, and save their good eq. 
for special occasions like eq. parties - hopefully leading to a
rise in use of low-end eq.

Thoughts?

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

poster: Ixtlilton
subject: >Problems/solutions
date: Fri Jan  5 09:50:19 2007

I like.

Maybe it would be enough to just have the same rate for all equipment though and have the actual repair costs make the difference.

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

poster: Rancor
subject: >Problems/solutions
date: Fri Jan  5 10:04:00 2007

On Fri Jan  5 17:43:05 2007 Daneel wrote post #108:
> I completely agree with the suggestion that gold has little use
> now, and that that is one big problem.
> 
> I also agree with HP's point that another problem is the relative
> uselessness of low-end equipment.
> 
> 
> Neither has any painless solutions, but to the later I've had an
> idea that I've been waiting on the current experiment ending to
> start presenting.
> 
> Currently, the higher-end the equipment, the slower it decays.
> 
> I think if we change that, so that complex, high-reward equipment
> is more fragile than simple, low-end equipment (basically 
> reversing the decay rates), it will hopefully encourage people 
> to use low-end eq. for day-to-day use, and save their good eq. 
> for special occasions like eq. parties - hopefully leading to a
> rise in use of low-end eq.
> 
> Thoughts?
so not only will people have multiple sets for each guild they like
playing but they are going to almost be forced to have 2 sets for
each guild.    

This would then cause pyro's to be even more rare, and cause thier
prices to jump even more.  

I honestly dont think the concept is very well thought out.  While I
think that lower end eq should have its usefullness I think that
higher end eq should not recieve a downtune to do it.  we would then
have to do farm more just to support a minor playtime.  eqing the
same pieces over and over again or collect 2 sets just so we can be
1 guild type.   

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

poster: Taliph
subject: >Problems/Solutions
date: Fri Jan  5 10:13:49 2007

On Fri Jan  5 11:15:31 2007 Highpriest wrote post #105:
>"I'll pay you to wear down this EQ" (paying is optional).

In my case, unless you're a close friend, paying is not optional ;)


>There are indeed a number of lowbies and midbies that struggle to gold as
>much as possible and found problems buying high-end EQ.

Most of the lowbies and midbies I play with gold a lot just to pay for
skill/spell training costs ... factors which do not apply nearly as
significantly, if at all, to the higher-end players ... this is why I believe
gold has lost most of its value to these players.

>The reason is that these lower end EQ are much less in demand as compared
>to higher end ones ...

(Useful) mid-range eq is very much in demand ... it took me a month to find
a pair of crystal leggings for sale.  I still can't find an int-caster neck
slot better than Quark's demonhide.


>One possible solution is to increase decay rate of lower end EQ (this
>wouldn't help much if no one wants to wear them).

Decay is already higher for lower-eq ... though the costs of repair are
a bit less.  And the players who actively use this low-mid range eq also
have the highest need for gold (simply to advance their character
development through training).  If we increase the decay on lower-end eq
we'd be making is easier for highbies to decay eq solely for the sake of
saccing it for tps, and hurting the lowbie-midbie population dramatically
in the process.


:: Taliph ::

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

poster: Ligea
subject: >Problems/solutions
date: Fri Jan  5 11:18:39 2007


I think every time wizards make global changes like this or Sloat,
etc... we lose long-time players.  I don't know how much this
bothers the wizards, but it really does cost the mud.

On top of causing players to leave, the primary effect of such a
tune will be to cause more players to go dragon (ironic right after
the xp tune to encourage parties).  He's an idea.  If the wizards
think there's a problem with too much gold in the game, why not
create something useful to do with it? (eje has long been a favorite
of mine, but now eje gets the junky eqs that otherwise people would
have bought to sac)

If you think gold is meaningless, here's one suggestion.  You could
let players buy ships at a certain price.  They would allow people
with ships to not have to use ferries.  People would have to hire
crews and pay them out of an account once a month.  Make it so crews
can be attacked by pirates, but more expensive crews survive better
(hey, maybe evil people can actually hire pirate crews).  You could
even toss a new area or two out there that can only be reached by
boat.

Or whatever. The point is you could be adding to the mud, and
increasing the richness of the experience while addressing issues. 
That's better than driving out a few more players.

Sorry if that sounds negative, but let's be honest: this is one game
among many others.  When wizards start thinking they can enhance the
player experience by making eqs break faster...that's got issues. 
There have been a number of bad decisions lately and it's not my
place to 2nd guess them.  But for the rare wizard who discusses an
idea before implementing it, here's my advice:

Don't drop the value of eqs players spent years gathering.  It only
disrepects the efforts they spent getting it.  Focus your efforts on
making the mud more fun, not more balanced, in-tune, in theme, or
any of that nonsense.  The purpose of a game is to have fun.  This,
and many other recent tunes, would be not fun.

-L

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

poster: Blooje
subject: Equipment, sloat, whatev.
date: Fri Jan  5 11:28:33 2007

I don't have any solutions to this problem, however, I do think it's being approached in a number of odd fashions one being absolute dislike for anything that'd change the previous and or system. To anyone that believes they are perfect or that they are the best form, I'm sorry, you have no reason to make that assumption. Now as we all know gold has lost its worth, and low/midbie eq isn't as loveable as it used to be, I'm not sure why that is, maybe because lowbies and midbie are taught that those pieces of eq are worthless (Maybe they are worhtless). The point is that the demand of most seems to be targetted towards something that is increasingly hard to get which is either high end eq or task points. 



In the past the task point system was not as open as it is now, you can get alot of them as long as you get the equipment you need (Whereas before, if I remember correctly, there were only quests to get taskpoints). This presents a problem because people began going almost solely after taskpoints, some eq prices rose and some fell, and "highbies" became more powerful than ever. I won't address the taskpoint system except to say that the hunger for them is a bit sickening at times.



The next problem in my eyes lies in highbie power, they get pretty far up there, what's a really big player to do around here if not sac tps and get even more powerful? I don't know, I imagine it'd get pretty boring, then again, helping them out only seems to screw the lowbies even more than they already are.



The last problem of course is gold, no one wants it because it can't buy them anything anymore, what do you do about that? I don't think you need gold sinks like eq decay or making them pay to be in their guilds... Find a way to reward people for their gold, especilly if they're of lower level. 





Now, a solution? They are far and few. Innovation would be for the best, but what type of innovation? I don't think hurting people will help, but I don't believe that no one will leave this problem without taking a blow to the way they play.    All I know is that the old ways aren't working anymore and that we need new ideas, new systems, and new ways to run the MUD. It's a free MUD though, so we should look for something that -doesn't-  pain our wizards too much because they are people too with things to do and money not to give away for free (Well, unless that want too :)) 



-I'm sorry if you feel this post is worthless, I did not propose a solution because, really, I don't have a creative bone in my body. I commend anyone who does post a solution whether good or bed, I hope people keep trying to think of new ways to fix this. 

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

poster: Lucifer
subject: >Equipment, sloat, whatev.
date: Fri Jan  5 11:33:13 2007

One easy solution to make less money in the game is to simply
remove blacksmith guild

Lucifer

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

poster: Daneel
subject: Changing the mud in general
date: Fri Jan  5 11:45:38 2007

Regarding Ligea's point..

Yes, we occasionally do lose an odd person or two when we make 
a global change.

Then again, we also lose an occasional person or two out of total
boredom, due to lack of change.

Let's see how to put it politely... oh, well, I can't think of 
any way.

We are not, repeat not, going to leave things as they are forever
for the convenience of a couple of hide-bound nincompoops who 
can't handle things ever changing in the slightest from their 
perfectly optimized world.  If people are going to leave due to
a single change in the mud made in the hopes of long-term 
improvement, we are far better off without them.

As usual, it's a balance issue - we're not going to make a change 
so drastic that it's going to cause the entire player base to 
leave; and nothing we do here is intended to "get" anyone in 
particular.  It's all designed to address basic imbalances in 
the system we have.  If you're too impatient to deal with 
the (rather slow) process of a couple of amateur social 
engineers (the wizards here) advised by ravening hordes of 
players (probably some of them actually proffesional social 
engineers) trying to make the world a little better, you 


Oh, never mind, I'm going over the deep end in that next
line.  Anyway, you get the point.

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

poster: Blackjack
subject: Suggestion for feedback
date: Fri Jan  5 12:08:02 2007

I'm trying to brainstorm to come up with a solution so please post your thought/comments/not flames,



Daneel posted earlier about reversing the decay curve for highend eq to decay faster...



What if this was implimented, and pyroclasts were no longer needed. Allow bifur to repair eq to mint. This would mean players would have to come up with lots of gold to keep their sets in usable condition. 



Maybe EQ looses stats as it decays? 



Maybe don't let eq break just have it become unusable until repair, Bifur is pretty good at his job and I think he could weld up a cracked helm just fine and I hear he's pretty good with a needle for those with more delicate items.



Cost to repair certain items could be tweaked along with decay curve to regulate the gold needed, but It would certainly require the game to rely on gold much heavier.



What about having Sloat take gold in reward for TPs? Have the Gold to xp rate grow exponentially as you get more tps? Im not much of a TP whore, but it sure would increase the value of gold.



I do like the current way Sloat handles eq, it gives an alternative to pyroing eq. I love trading TP sacable items in my set to Mint ones, its created an entirely new market.



Blackjack

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

poster: Drake
subject: >Suggestion for feedback
date: Fri Jan  5 13:13:16 2007

On Fri Jan  5 20:08:02 2007 Blackjack wrote post #116 in general:

> I'm trying to brainstorm to come up with a solution so please post your thought/comments/not flames,



> 



> Daneel posted earlier about reversing the decay curve for highend eq to decay faster...



> 



> What if this was implimented, and pyroclasts were no longer needed. Allow bifur to repair eq to mint. This would mean players would have to come up with lots of gold to keep their sets in usable condition. 



> 



> Maybe EQ looses stats as it decays? 



> 



> Maybe don't let eq break just have it become unusable until repair, Bifur is pretty good at his job and I think he could weld up a cracked helm just fine and I hear he's pretty good with a needle for those with more delicate items.



> 



> Cost to repair certain items could be tweaked along with decay curve to regulate the gold needed, but It would certainly require the game to rely on gold much heavier.



> 



> What about having Sloat take gold in reward for TPs? Have the Gold to xp rate grow exponentially as you get more tps? Im not much of a TP whore, but it sure would increase the value of gold.



> 



> I do like the current way Sloat handles eq, it gives an alternative to pyroing eq. I love trading TP sacable items in my set to Mint ones, its created an entirely new market.



> 



> Blackjack



I don't post often but here is my take...



-EQ Decay

I don't think eq should decay faster, be it lowbie, middle-bie, or highbie.  I don't think the "usefullness" of eq should make it breakdown faster.  Also how is this going to be classified?  tps?  I have a few pieces that I consider to be top and they are  2-3 tps.  There are lots of other eq pieces for other guilds that are highbie material but low tps. Anyway...

I personally find it hard to get pyroclasts to repair my eq.  I play on here a lot and my eq decays pretty fast.  If it were to decay even faster then I don't see the point to even buying eq anymore.  I'll just go shape shifter or mist mage again.  Also the fact that I should have to use a "lowbie" set just so my higher-end eq doesn't need to be pyroed as often is kinda lame.  If/when I buy a piece of eq I'd rather like to enjoy using it all the time and not just once and a while when "serious xp" or  eq arises.

Think of how that will effect a evoker or nether mage.  They tap really fast without propper spr eq.  Forcing them to use lower-end eq will force them to tap more often and make them kinda useless.

I also hate the idea of pyroclasts being needed.  If you are going for theme then how does that fit?  I could see paying an absurd amount of gold to adjust the max condition of a piece but needing an item to do it doesn't make a lot of sense.  I could see if gugnar had a certain amount of them every boot and you could buy it for a large amount of gold but then why not include that price in the eq repair itself.  If you don't have one maybe he charges an extra 2m gold...



-TPS

I really don't see a difference either way.  TPS seems like just another way for some players to power game and try to tweak their characters.  I like the idea of being able to switch out decayed eq for new/mint ones but that is only because of the pyroclast issue.  It seems people are upset with having to wear down eq to make it even saccable and they are renting out eq to necros.  I don't think that a person who wants to sac something couldn't decay one piece of eq at a time rather then doing them all at once.  Granted some guild items get in the way but oh well.  The mud isn't meant to cator to everyones needs but rather we as players are suppose to overcome obstacles.  That being said I don't really care about what system stays on tps.



I'd really rather not see eq decay any faster then it already does and it doesn't make sense that a "aweseom" piece of eq would decay faster since it clearly was better made to begin with.  Anywho thanks for reading.  0=)



Dr. Ake

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

poster: Ligea
subject: >Changing the mud in general
date: Fri Jan  5 13:26:07 2007

The last thing I wanted to do was to ruffle the feathers of a wiz courageous enough to sollicit player opinion.  There doesn't have to be any conflict here, though.  I'm just telling you how this comes across from a player perspective.  Obviously, we both have opinions of the matter, and since you run the place, yours are obviously more important than mine.  I appreciate that wizards have nothing but good intentions.  Most players here have good intentions too, especially those who bother to talk about stuff like this.  So this is just my perspective, shared in the hope it might benefit the mud.  I don't mean to be rude, it's just how I feel. 





> We are not, repeat not, going to leave things as they are forever

> for the convenience of a couple of hide-bound nincompoops who 

> can't handle things ever changing in the slightest from their 

> perfectly optimized world.  If people are going to leave due to

> a single change in the mud made in the hopes of long-term 

> improvement, we are far better off without them.



Of course wizards should make changes, in fact I praised the recent xp tunes.  Moreover, nothing makes me happier than when new exciting things are released.  I get excited over new eqs, new areas, new guilds, new concepts...even when chalk was added to the toy store.  My only point is that changes should be made for the specific purpose of making the mud more fun.  



And maybe in an ideal world we could tell those hide-bound nincompoops who can't handle change to go elsewhere.  But in IOM I refer to a lot of those people as "friends".  They're good people who I enjoy playing with, and I miss them when they leave.  There's a large group of players who take mudding too seriously, but they give as much as they take.  Their loss really does degrade the quality of the mud.  Look at Blackwidow and Warrowarr.  A month before they stopped playing they contributed to the mud by coding a new area (with an event even!).  They had another area 90% done that will never be played.  Again, this is only my opinion...but in my opinion, they are irreplacable.  There are many players who have less fun in their absence.  That has a cost to the mud.  It makes it less good.  



Maybe I can't convince wizards that's a problem.  Maybe I can't convince you that what makes a game good isn't the balance, the tune, or the theme, but the amount of fun people have playing with each other.  For all I know, maybe other players don't even agree with me.  I'm just saying that's my opinion.  I think wizards should evaluate potential changes based on whether or not they'll make the place more fun.



As for social engineering, we all agree it's your sandbox and you make the rules.  Just be aware that some players spend years building sandcastles.  Someties you may need to wreck some. I'm just suggesting you take care when you do it.  Ideally it would be rare, well-explained, with advanced warning...and done in the spirit of making room for additional fun.  



-L

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

poster: Zifnab
subject: >>Problems/solutions
date: Fri Jan  5 13:40:14 2007

> Sorry if that sounds negative, but let's be honest: this is one game
> among many others.  When wizards start thinking they can enhance the
> player experience by making eqs break faster...that's got issues. 
> There have been a number of bad decisions lately and it's not my
> place to 2nd guess them.  But for the rare wizard who discusses an
> idea before implementing it, here's my advice:
> 
> Don't drop the value of eqs players spent years gathering.  It only
> disrepects the efforts they spent getting it.  Focus your efforts on
> making the mud more fun, not more balanced, in-tune, in theme, or
> any of that nonsense.  The purpose of a game is to have fun.  This,
> and many other recent tunes, would be not fun.
> 
> -L

Just going to comment on this. You do not like the decisions
so you consider them bad.. there are just as many people
that like them they consider them good.. who is right?

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

poster: Daneel
subject: >>Changing the mud in general
date: Fri Jan  5 14:29:01 2007

On Fri Jan  5 21:26:07 2007 Ligea wrote post #118 in general:

> ... since you run the place, yours are obviously more important than mine.

...

> As for social engineering, we all agree it's your sandbox and you make the rules.



Sorry, I have to disagree with this :-)



I "run" this place (to the extent I do so at all) so as to provide a fun time to the players.  At some level, I am merely a worker here, and you are the client I'm trying to satisfy, making your opinion much more important.



However, that is a collective, long-term "your", not an immediate, short-term one.  And the sense that (and extent to which) I have a better perspective from which to judge long-term and global effects is the sense and extent of any preference to my opinion.







> Most players here have good intentions too, especially those who bother to talk about stuff like this.



In general, I agree with this; however, there are a large number of posts by players that discuss not how the change affects the global player base over the long term, but their personal interests over the short term.  This is not, in my opinion, "good intentions", though I understand my definition of intentions may differ from many peoples'.







> My only point is that changes should be made for the specific purpose of making the mud more fun.  



Looking at any reasonable gaming theory, and it discusses the balance between difficulty and fun.  Too difficult, and the game ceases to be fun.  Too easy, and it likewise ceases to be fun.



It is not universal that changes that make your life as a player more difficult will automatically make it less fun.







> ... Blackwidow and Warrowarr ... are irreplacable.  There are many players who have less fun in their absence.  That has a cost to the mud.  It makes it less good.



However, as best I can tell:

   (a) The proximate cause of their leaving was invalid.  There's nothing we can do about decisions made on the basis of faulty logic and evidence, in that we can't control what doesn't actually exist.

   (b) The real underlying reasons that cause them to stay gone, besides inertia from the initial decision, largely amount to boredom with IOM.  This brings up a number of issues:

      (i) They had basically 'completed the game'.  While many people miss them as people, there are trade-offs in continually catering to a crowd of people that have already done everything.

      (ii) As stated above, there are many factors linked to boredom with a game.  One of the most prominent being that it's too easy.  Yet making it harder is going to drive other people away (largely the people I was talking about, arguing that BW and WR fall into a different category, and don't really belong in this part of the discussion :-)







> Maybe I can't convince you that what makes a game good isn't the balance, the tune, or the theme, but the amount of fun people have playing with each other.



I'm easily convinced of that.  However, I can't affect that directly; all I can do is try to provide a fun environment that attracts fun people.  To some extent, to me, that means a constantly changing, unpredictable environment.  I tend to find the people who like that sort of environment far more fun than those who resist change.  By that standard, I should run experiments like this at least weekly, probably more often, constantly knocking over their "sandcastles" and forcing them to rebuild new ones.  Because the people who like that sort of thing are just inherently more fun - at least to me.



However, obviously I'm not the only player here, and just as obviously, different people like different sorts of other people.  Which gets back to the first part of this quote - you can convince me that the game is fun because of the people, not because of the game itself; convincing me that there's anything I can or should do about that is a different matter.  I'm not sure what the answer there is, but I'm sure it's not a simple one.







             -Daneel


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

poster: Tektor
subject: Mud Changes
date: Fri Jan  5 14:50:18 2007

Few small things to say since everyone seems to be chiming in.
I think more people should thank daneel and the other wizards who
actually take time to work on projects here while not receiving any
personal gain for it. Yes some changes can be rough or hard to adapt
too, however if the mud never changed it would be a very boring and
much smaller place. Nothing happens over night and nothing is ever
too permanent. Instead of complaining and leaving why not start
coming up with ideas? If you feel like you have completed the game
why not look into help building new areas or ideas for new things? I
like to see changes  whether good or bad because at least there is
an effort to make things more fun for all.
I like the system that has been in play regarding tp saccing for
many reasons already stated. Yes it has flaws but they are trying to
come up with ways to adjust it so its better for everyone try
helping them do that and listen to all the flames they put up with
from people.
At the same time im not for all the changes for the xp however, i am
someone who likes to solo and play shape shifter as a dragon. I
tested it afterwards and i don't really care for the change. Yes
larger dragons are not as effected by the changes but larger people
have lots of xps to throw around. :p But i'm still happy to see
changes being made and ill adapt and continue to have fun trying
other things.

I like the idea of personally owned and crewed ships. Maybe we could
develop a system where various types of npcs could be hired to
perform various odd little jobs for daily or weekly pay depending on
how long you keep them around. Maybe an addition to castles where
you have to have rooms for them in your castle to keep them around.
Or a port for your ship at your castle. I'd like to see the ability
to have shops like a food store or item store and/or ports that
could be added to castles for a cost that comes out of your bank
account on a weekly basis or somesuch.

Remember changes take time and lots of work. Be glad we have someone
like daneel even around to work on stuff.

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

poster: Ligea
subject: >>>Problems/solutions
date: Fri Jan  5 17:30:40 2007

> Just going to comment on this. You do not like the decisions

> so you consider them bad.. there are just as many people

> that like them they consider them good.. who is right?



So there's two issues here.  First is the specific merits of changing the way eqs decay, which I think is a bad idea, but let's table that for now.



The broader problem is the methodology by which changes are made.  We all play this game to have fun.  I can only imagine what motivates wizards, but at some level you guys must find this fun and worthwhile too :).  Some people play this game a lot and come to certain expectations.  (Sure, some of the expectations are fair and some are not.) When the rules suddenly change and those expectations fall through, the people become justfiably upset.  Maybe they spent 20 hours golding to get a piece that's tuned to junk right when they get it... whatever... it doesn't need to be contextualized.  Sometimes radical changes are made overnight that clash with people's prior expectations, and that causes player unhappiness.  Part of the issue is a selfish, personal anger that they've been downtuned, but part of it is a general sense that their efforts were wasted, and that they were jerked around in an arbitrary manner.  Occasionally people quit over it.



Again, I'd like to separate this from the topic of gold/eq-decay, because I think Daneel did the right thing floating out the idea before acting.  But I know players who got really upset.  Maybe there's a good case for it, and they'll come to agree over time, but if it had been implemented overnight, maybe they would have quit in disgust.  



Changes can be made in a way that is equitable and well-communciated to the player base.  When Zif gave notice that the Gorget was supposed to be unique, most people didn't know they had illegal eqs.  So Zif left some time for people to play with them.  When Ixt was changing the way secondary guilds worked, he was up front that it was an experiment and in-testing, and that he was looking for constructive feedback.  Those are good examples.  When you log in one day and find out that Sloat's been altered overnight (and the sole purpose of your eq-reinc was to get tps)...that's annoying.  Doubly so if you pyroed eqs and sacced them the day before. 



I'm not suggesting every change has to be battled out in the court of public opinion.  That would suck for wizards, and you guys deserve your fun too.  But it would be nice to have more discourse.  I suggest a little more transparency in the way changes are made.  Maybe more people would have liked the Sloat change more if they'd known it was coming down the line.  If you give people time to adjust their expectations, and maybe voice their opinions...at the very least, they have less cause to feel disenfranchized and angry.



-Ligea

(who reminds folks that even moody ill-tempered dinosaurs afraid of spontaneous changes still think the mud is an awesome and fun place)

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

poster: Ligea
subject: >>>Changing the mud in general
date: Fri Jan  5 17:35:38 2007

Well, I agree except where I don't. :P



There may not be an answer, but that doesn't mean it's not worth some effort. I'm glad you're wiling to discuss it.



-L

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

poster: Tranquil
subject: >>>>Changing the mud in general
date: Sat Jan  6 00:58:41 2007


I guess it's my turn to contribute to the general excess of hot
air.

There are several issues that have been discussed. Solutions to an
ever-growing list of issues have been suggested by people of various
points of the 'playing' experience. The primary issues most relevant
to game dynamics that seem to leap out of my screen and slap me in
the face are as follows:

a) Sloatinok is good/bad for the mud.
b) Too much/little disparity exists between players of different worths.
c) The player base (and thus the mud) is stagnating/growing.
d) There is too much/little need or use for gold.

Because there are so many issues, and because I'd like to address each
of them, this post will be somewhat lengthy. However, I will try to keep
myself as succinct as possible, and keep the rambling to a minimum. Now's
the time to go grab yourself a coffee/beer/twinkie, have a smoke/toke/
fap, and settle comfortably into your chair/bed/toilet bowl for the
journey.


In the interest of fairness and objectivity, for each issue I will pose a
question, and construct a list of the aspects of that issue which seem to
have been discussed most hotly, either via news or from what I have seen
in on-channel discussion over recent weeks. I will provide some of the
reasons I have heard for both sides of each argument, which may have been
expressed by others, and/or may be my own personal ponderings. Then I
will propose and discuss a few changes that I feel will be most
beneficial to the mud and its player base as a whole.


---< Sloatinok >---------------------------------------------------------

a) Sloatinok is good/bad for the mud.

Why is Sloatinok's tp dispenser good for the game dynamic?

 1) It removes eq from the game. Without this particular eq sink, we
    would have a mud glutted with equipment. This has been proven by
    history, and Sloatinok was first created primarily as a means of
    removing that glut of eq from the market.

 2) It provides more opportunities for eq to get into the market. By
    giving players a reason to do eq parties, those who can't privately
    use what they get to dice have incentive to sell it, assuming they
    require gold.

 3) It gives reasons for long term active players to continue playing
    the mud. By giving these long term players a reason to continue
    playing and improving their character's power, the 'life' of a
    player is extended considerably.


Why is Sloatinok's tp dispenser bad for the game dynamic?

 1) It removes eq from the game. Because many players have a desire for
    many more eqs than they would have if this feature did not exist,
    there is much less equipment eventually making it to the sales
    channel, and the items that do make it there tend to be one of a
    select list of commonly sold eqs, whereas the rarer items often
    don't make it to the economy.


 2) It hampers certain rare(ish) items from getting into the eq market.
    The desire for these rare (random load or pool) eqs is significantly
    higher, as those tp collectors who want one for their set want a
    second to tpsac, and those who don't want one for a set still want
    one to tpsac. Thus, the ones that do drop often get snapped up by
    the members of the eq party and do not enter the player economy.

 3) It makes advancing more difficult for very small players and those
    who do not do equipment parties (and don't have a decent eq set).
    Because less equipment is available to purchase, what does get sold
    goes for high prices, and those who can outbid others (usually the
    midbies and highbies) grow more powerful while those who can't gold
    outrageously (newbies and lowbies) suffer.


Summary:

 Sloatinok serves a necessary function in game dynamics. Any changes to
 this feature must of necessity, serve this function effectively.
 However, there is no reason why tpsaccing eq should be the be-all and
 end-all of eq party purpose, nor should he be so open as to what he will
 accept, or from whom.

 Clearly, the most recent change to Sloatinok has not perceptibly solved
 any issues that players in general have had with this feature. It has
 simply 'shaken things up a bit', and forced some players to alter
 strategy in a very minor way. However, people may still tpsac the eq
 they dice. They simply must wait for a few hours of active gameplay - or
 ask a more active friend to help - before they can sac the eq they want.

 If the purpose to any change to this feature is to restrict the
 proportion or rate of equipment that is being tpsacced, there must be a
 method of restricting what he will accept, or from whom he will accept
 it. With this in mind, I propose the following solution.


Suggested solution to balance Sloatinok:

 Change the way Sloatinok works, in the following way:

 - Allow Sloatinok to accept equipment in any usable state of repair
   (or possibly any state of repair from mint to a defined minimum
   condition).

 - Allow items from Oddworld to tpsac again, thus ensuring people again
   want to kill Oddworld mobs as often as those from other islands. If
   necessary, Sunnydale eq can be flagged as nosac, or just removed
   entirely. (I'm sure that some people will dislike this latter
   suggestion, and I sure would miss my remaining Sunnydale eq too. But
   remember, this is for the greater good of the mud.)

 - Flag each equipment with the names of the players in the party who
   contribute towards the kill it came from. (Sorry outside-party
   healers, it's not personal. This one's for the benefit of the mud as
   a whole. And you can easily avoid the negative effects of this
   feature anyway.)

 - For a one-week period before the change, disable equipment monsters
   and allow anyone to sac whatever they have that is tpsaccable, so
   that those who already have stuff to tpsac may do so before the
   change comes into effect. (Advance notice to big changes goes a long
   way to building both trust and respect among the playerbase. Respect
   to Ligea, who addressed this point already. I'll not belabour it.)


Benefits of this change:

 - Eq may not be tpsacced by anyone who has not participated in the
   acquiring of that eq piece. Thus, tpsaccing will happen less often
   and a larger portion of the eq that drops will enter the general
   economy as usable pieces.

 - Collecting tps will be based more on personal effort than on the
   effort of others, putting the onus squarely on the player to improve
   this aspect of their character. Thus, with the possible exception of
   a few outliers (myself included), having more tps will add a little
   more of that elusive +dick/boobsize stat that many players have messy
   dreams about, as well as providing the deeper sense of achievement and
   the self-satisfaction that comes with it.

Drawbacks of this change:

 - Collecting tps will be a more personal affair. This will hamper the
   efforts of casual and sporadic players to gather tps, as such players
   tend to do eq quite rarely.

 - People who do not do eq, can not tpsac eq. Thus, players who choose
   purely exp-aligned or gold-aligned reincs can not get tps at a rate
   comparable to those in eq-aligned reincs.


Discussion of expected results from this change:

 This change would address both the issue of the eq glut (it removes eq
 from the game), and the issue of too much eq being lost to Sloatinok
 (bought eq can, generally, no longer be tpsacced).

 The pros benefit the players who are willing and able to put in the
 effort of doing eq. Likewise, with this change the cons of exp- and
 gold-reincs are balanced with the cons of doing eq reincs. As it stands
 right now, the con of not being able to do eq in an exp or gold focused
 reinc is largely negated with the ability to buy eqs (as rare as they
 may be) to tpsac. However, a player who reincs specifically for being
 effective in eq takes a considerable hit almost always to their exp and
 golding potential. This change would remove that current disparity.

 Casual players and those who play sporadically will feel the crunch most
 acutely. Those that play in short and unplanned bursts will have the
 greatest difficulty gathering tps. However, with all due respect to such
 players, any changes made to benefit the mud as a whole will need to
 focus on the regular players more than on those who play sporadically,
 and traditionally, those who make the time to advance their account/
 character/settlement/etc. in a persistent game usually reap the most
 reward. I see no reason why this mud should depart from that general
 concept in any significant way.

 I feel that the suggested change is on the whole, a positive change for
 the mud in its current state, as it rewards players that participate in
 eq by allowing them to continue collecting tps, and also rewards those
 that do not by increasing the chance that the eq they want to wear will
 be available for purchase on the open eq market.


---< Power disparity >---------------------------------------------------

b) Too much/little disparity exists between the power of players of
   varying worths.

Why is there too much disparity between players of varying worths?

 1) Players of low worth can not gain worth at a rate comparable to those
    that have high worth. Generally speaking, a player with smaller worth
    kills smaller monsters at a similar or lower rate, resulting in a
    considerably lower net gain for a given length of time than that of a
    considerably larger player.

 2) Players of low worth have much more difficulty training skills and
    studying spells than players of high worth. Because of this, low
    worth players often have mediocre training, and can often achieve
    only middling training in abilities before the training cost become
    prohibitive. Leveling (along with lowering their 'level modified' exp
    reward) then becomes a more effective option for long-term gain.

 3) Players of high worth have significantly higher proportional (time-
    based) level costs than players of low worth. Comparatively speaking,
    a higher level player will spend a vastly greater amount of time to
    acquire a level than a low worth player is required to, and those
    levels often give few, if any, stats. In addition, the precious few
    skills and spells a player gains from a secondary guild often
    require a significant amount of levels, resulting in the requirement
    of a massive investment for abilities of very limited gain.

 4) Players of low worth generally cannot stay effective for any
    significant length of time. This is caused partly by the relative
    lack of 'good' equipment, guild mastery, and natural stats, which
    results in mediocre regeneration. In addition, due to generally lower
    training, lower level players fail skills and spells more often,
    resulting in a much greater 'maintenance cost' of sp/ep than higher
    level players experience. In the current situation, considering the
    relative volume of players at varying worth ranges, this results in a
    vastly lower capacity for lower level players to actively gain worth.


Why is there too little disparity between players of varying worths?

 1) Players of high worth can not gain power at a rate comparable to
    players of low worth. Higher level players get access to new skills
    at a vastly slower rate than do low worth players. In addition,
    skills from secondary guilds that are already accessible from the
    player's primary guild add nothing to character power, thus resulting
    in many of these levels being considered 'dead' worth.

 2) The party share formula favours players of lower level and worth
    significantly more than players of high level and worth. This results
    in very similar shares for players of significantly different worth
    ranges, and deters higher worth players from partying with low worth
    players, except in special circumstances, due to the significant
    disparity between exp share lost and effectiveness gained.

 3) Players of middling worth and players of high worth are restricted to
    the same general range of monsters. This is due to the level-based
    power and resistance curves that are coded into monsters, and results
    in a large range of players being restricted to a comparatively small
    range of monsters. This causes stagnation in target selection, an
    overall decrease in target variety, and eventually boredom for
    players who desire variety with their worth.


Summary:

 A disparity between player power, and expected reward, at different
 worths is necessary to the game dynamic. If players did not gain power
 with greater worth, there would be no point to gaining worth, and we'd
 have a mud of level 1 players running around farming top eq mobs. That
 said, there should be some balancing mechanism, or at the very least
 some sort of guideline, that is used to determine where that disparity
 is centred, and how mild or severe it should be towards the edges.

 At this point, the current game dynamic appears to favour those I would
 term as midbies; those with a worth approximately ranging from 1g to 5g.
 This is a good balance, as it fits nicely with that all-powerful bell
 curve that statisticians revere most highly. However, there is a severe
 issue with the rate of perceived advancement for the outliers; newbies
 and highbies.

 The primary issue for newbies is skills and/or spells. It's not long
 before a newbie is subject to runaway skill and spell costs, to the
 point that it becomes a far better investment to 'level inflate' since
 one can buy a good many levels with the same amount of exp that it would
 cost to train a skill from say, 80% to 85%. Conversely, highbies have
 runaway level costs, to the point that buying one half-level (adv or
 guild level) is three to six times more costly as training a useful
 secondary skill from 5% to 100%.

 In both cases, the time requirement to earn the exp price for these
 advancements can be quite daunting and, though lower for newbies than
 highbies, may well prove disheartening. Perhaps even unto moving on - to
 another mud.

 Since this is obviously not a preferable situation, especially in the
 case of newbies, I propose the following adjustments to game dynamics.


Suggested solutions to balance disparity between players of varied worth:

 - Adjust the training cost by a value         +-----------------------+
   determined by the 'Guild level' of the      | Level   | Multiplier  |
   ability. Lower guild level would have a     |---------|-------------|
   reduced cost, and higher guild level would  |  Alpha  | 0.5  | 0.33 |
   have a higher cost, centred around gamma    |  Beta   | 0.75 | 0.66 |
   level. Two possible scales could alter the  |  Gamma  | 1.0  | 1.0  |
   existing skill/spell costs globally as per  |  Bravo  | 1.5  | 2.0  |
   the table shown at right. This would result | Omicron | 2.0  | 3.0  |
   in a 'smoothing' of the effort vs. power    +-----------------------+
   curve at the extreme lower levels, and place significantly more
   importance on the effort spent training skills and spells at upper
   levels.

 - Remove the existing training cost penalty to secondary guilds, and
   implement a new modifier that works in a similar way to the above
   point. Perhaps add the value returned by the secondary guild query
   (which as I recall, returns an int; 0 for primary, 1 for secondary, 2
   for tertiary, and so on) times 2 to the multiplier, so that secondary
   alpha skill training costs would be multiplied by 2.5 [0.5 + (1*2)],
   secondary gamma costs would be multiplied by 3 [1.0 + (1*2)], and beta
   tertiary skills would be multiplied by 4.75 [0.75 + (2*2)], as an
   example. This would increase the exp investment in secondary skills by
   a quite considerable amount (starting at the assumed current cost for
   secondary alphas, and getting progressively higher), as well as
   providing a considerable increase to the training goldsink for higher
   worthed players.
 
 - Reduce the half-level cost cap to 50m. This would partially counter
   the cost increase to skills and spells in secondary guilds, and would
   kick in at precisely level 120. This is 25 levels into a secondary
   guild for the majority of players, and 27 levels earlier than the
   current cap. The purpose of this change is to make levels seem less
   daunting to larger players, particularly for those of considerably
   high worth, who right now must spend 18-20 hours of top-efficiency exp
   to attain just a single half-level.

In addition, _one_ of the following changes should also be made:

 - Adjust the native resistance of monsters, as well as their general
   damage output. The resistance and damage curves should both be
   flattened considerably, so that high range monsters do not have such
   high resistances or deliver so much damage. This will provide
   incentive for larger players to kill larger monsters, and further
   serve the intent of the recent adjustment to the exp-share formula.
   This will also open up new area options for larger players, allowing
   more variety and a greater range of 'worthwhile' areas for people to
   exp in; Or,

 - Tweak the existing exp-shares formula, decreasing at the outer ends
   the value by which the exp share is divided. This will allow players
   to maintain a measure of effectiveness, even when killing mobs of
   considerably lower size - a necessity for some due to any combination
   of time limit, guild design, or party member availability in the
   current game dynamics.


Benefits of this change:

 - Usability for newbies will be greatly increased. Sp/Ep 'loss' from
   failed skills/spells will be much easier to overcome, and level
   inflating would no longer seem a preferred option for advancement. In
   addition, higher worth players will be more inclined to take a newbie
   in a party, due to the fact that newbies will have the opportunity to
   increase in power without the need to invest what amounts to hundreds
   of hours of effort to get all useful skills trained well at lower
   levels. Newbies will find it easier to find a party, thus the mud will
   further support the party-oriented spirit of the recent exp-share
   adjustment.

 - Most midbies will feel only mild, if any effects. The lowered alpha
   and beta skill/spell costs should largely negate the increased bravo
   and omicron skill/spell costs, with only a few exceptions.

 - Highbies will find advancing levels to be much less tedious than it
   currently is. Levels will take precisely half the time they currently
   take to purchase.

 - For players above about level 50, this change would partially negate
   the power curve 'flat spots' that exist at certain worths. In
   addition, the power curve 'sweet spots' between these formerly flat
   spots will be flattened out somewhat.

 - Pertaining to the final suggestion in this group, if the first option
   is taken and implemented well, more of the mud will be accessible to
   those who are willing to explore and try different monsters. This
   differs from the current situation in that right now, the 'old' ideal
   mobs are still the current ideal mobs due to the fact that any mobs
   worth just that little bit more are too unsafe and thus considered
   ineffective by far for sustained growth. Essentially, +slow xp is
   more useful and thus preferable to -any amount of exp.


Drawbacks of this change:

 - Players below level 50 will gain power at a considerably faster rate.
   This may result in a 'spoiling' of newbies, who may later find omicron
   advancement to be comparatively tedious. This rate will be further
   augmented if the newbie in question can acquire an eq set of fair
   quality during this time.

 - Players starting their way through omicron for the first time, and
   with many omicron skills to train, may find it more time consuming to
   train a large list of abilities.

 - Higher level players will have to spend considerably more time earning
   both exp and gold to train skills and spells that are exactly as
   effective and useful as they are today.


Discussion of expected results from this change:

 This series of changes would result in a smoothing out of the player
 power curve, allowing a more stable and sustained rate of power growth.
 While it is almost certain that this power curve will never be perfectly
 flat, and that there are always likely to be 'sweet' and 'flat' spots,
 in theory it should serve to greatly reduce the stop-start power boosts
 that exist at various worths.

 Because these sweet and flat spots are a function of when useful skills
 and spells are acquired (and trained or studied), the raised training
 costs for bravo and omicron abilities will reduce the rate at which
 power is gained (by worth) for people advancing through and beyond their
 primary bravo and omicron guilds. For players over level 125 (the
 beginning of a notorious flat spot), the curve (by worth) will slant
 slightly upwards due to the lower level cost, and then at considerably
 high levels (about level 160 and beyond) drop down slightly from where
 it exists today, due to the significantly increased skill and spell
 training costs.

 An additional benefit is the increased incentive to party with players
 of low worth. Because said players will be able to become more useful at
 those lower worths, they will be able to contribute more when in a
 party. Compounding this benefit, the lower worth they require for their
 power will mean a lower loss of party rate from the larger players, via
 the existing exp share formula. Despite the grandiose words of some,
 gain vs. cost _is_ a factor for almost all players for most of their
 parties, whether they are exp, gold or eq. This change would, at least
 in part, address the disparity between power, invested effort, and party
 share for those who do consider this an issue, whether they do so
 openly or otherwise.

 I feel that, on the whole, this change will positively contribute to
 long-term player interest, and provide a more balanced training vs.
 level exp ratio over a greater range of character worth. It should also
 have a positive effect on the social aspect of the game dynamic, and
 result in a greater overall desire to party with other players of
 varying worths.


---< Playerbase Stagnation >---------------------------------------------

c) The playerbase (and thus the mud) is stagnating/growing.

How, and Why, is the playerbase stagnating?

 1) Existing players are leaving the mud due to boredom and a perceived
   'staleness' to the mud.

 2) Existing players are leaving the mud due to unhappiness caused by
    changes to game dynamics that affect them negatively, or due to
    unhappiness in the way that these changes have been applied to the
    playerbase.

 3) Existing players are leaving due to issues unrelated to the mud's
    game dynamics.

 4) The rate of entry, and/or rate of retention of new players (excluding
    secondaries of existing players) is low to nonexistent.

How, and Why, is the playerbase growing?

 1) Existing players are being retained because ongoing changes are
    keeping the mud fresh and interesting for them.

 2) Existing, but inactive players are returning because game dynamics
    have changed and become more fun for them.

 3) Existing, but inactive players are returning due to outside issues
    unrelated to the mud's game dynamics.

 4) New players are regularly coming to the mud, and retention rate is
    significant.


Summary:

 At first glance, it would appear that there are two polarised camps;
 Those that stay because they support the existing game dynamics, along
 with any associated personal gains or losses they have thus far
 experienced, and those who leave because they do not. This results in
 the mud being populated by those who have continued to support the
 changing game dynamics through the growing pains they have been
 experiencing, and thus the opinion of these people is more relevant than
 the opinion of those that have left.

 That said, there's little that can be done to ensure that all existing
 players stay here and active when a new change is put in place. A player
 will continue to play, or they will not, as it suits them. If a change
 is beneficial to the mud at large, and a few unhappy players leave as a
 result, this is preferable to the mud staying static and all players
 eventually leaving due to a lack of new and exciting features to try. 'A
 village of old men tells no new stories.'

 The issue of more importance here, is new players. Are we getting them?
 It was stated earlier today that over 100 new characters were created
 over, if I recall correctly, the past month. And if this is the case,
 how long are they staying here? I'm not sure about most people,  but I'd
 generally know within a few days whether or not I wanted to continue
 coming back to any given game on a frequent basis. So how many of these
 new accounts have been played for a proportionately significant length
 of time?

 Assuming that we have a 20% retention rate of new accounts, which may or
 may not be slightly optimistic, that's an average of 2 new players every
 3 days. That's not a bad result. However, as any decent marketer of any
 good or service will tell you: Your turnover is directly proportional to
 the amount of people that know about you and your products & services.


Suggested solutions to acquire and retain new players:

 Put simply, for this mud to acquire more players, more potential players
 need to know that this mud exists. The only bright ideas I have for the
 Administration here have already been tried, are not financially viable
 in the long term, or are too obnoxious to obtain much in the way of a
 positive result.

 However, there is something that the playerbase can do to help the mud.
 We can advertise the mud. Not through flashy banner ads or obnoxious
 popups perhaps, but there are other ways. Many of you have websites.
 Many of you are active on some online forum or message board. I'd be
 surprised if most of you don't have some kind of friends irl who play
 games on computers. How many of you use any of these methods to
 'advertise' by word of, ahem.. fingers, that this is a place you enjoy
 spending some of your free time?

 I'm not criticising anyone here, just asking a question to which I know
 not the answer. However, I do 'advertise' this mud via an unobtrusive
 link in my signature on the one forum I use regularly. I also discuss
 certain general mud issues with my irl and certain online friends - one
 of which has ended up playing this mud for a significant time now.

 Those of you who are active on Myspace, Livejournal, or some other
 similar social forum could post a link there. Nothing flashy, just a
 little text link, or perhaps an unobtrusive thumb/icon link that would
 give the eye some small incentive to look in its general direction
 (though using morning glories, funbags, or vertical smiles is likely to
 be frowned upon). Likewise, a briefly descriptive text link on your
 forum and message board signatures is unlikely to raise many complaints.

 Assuming that this raises public awareness to the point that we do find
 a new player or two, larger players helping these new players out in
 little ways is likely to increase the proportion of those that choose to
 stay. Now, I'm not demanding that you feed them full sets of top eq, a
 few hundred megs of gold, and then drag them around for 10g exp. But a
 little welcome to the mud as well as small and, to you, insignificant
 gift will probably make them feel that the social aspect of this mud is
 worth the effort of adjusting to a new type of game/new command
 structure/etc.

 Again, I'm not criticising anyone here. I've seen quite a few players
 do their bit for the newbie community. But I have also seen a not
 insignificant number of players go out of their way to make some newbies
 feel rather unwelcome.

 My point is that the retention of new players isn't just the task of the
 Administration. It's the responsibility of everyone who enjoys this mud.
 Preferably, all of our new players would be friendly, literate,
 appreciative of support, and as helpful to others as possible. It's true
 that some aren't. But we should be careful of dismissing some people too
 quickly because they do not appear at first glance to embody all of the
 traits we wish for in a newbie. Let's face it, some of us older players
 don't. And I'll be the first one to step up to the line and admit that
 I'm no shining example of virtue, either.

 That said, if the changes suggested above in section II, 'Power
 Disparity' take place, newbies will feel more confident that character
 growth isn't the tedious task it at first appears to be. And with larger
 players showing an interest in the well-being of the little guys and
 girls, they will be more likely to stay. And is that not the point?


---< Gold Taps and Sinks >-----------------------------------------------

d) There is too much/little need or use for gold.

Why is there too much need for gold?

 1) Training skills, spells, and stats can be expensive, particularly for
    certain guilds that are not geared to soloing, or have high
    maintenance costs in other areas.

 2) Repairing equipment is expensive, particularly for aforementioned
    non-solo or high-maintenance guilds.

 3) Equipment is in short supply and high demand, so prices for equipment
    are high.

Why is there too little need for gold?

 1) Training skills, spells, and stats is more or less 'capped' when you
    reach high level, therefore high level players need a gold sink
    unique to them.

 2) Some guilds do not use equipment, thus have no significant ongoing
    maintenance costs beyond skill, spell, and stat training.

 3) Some players are known to have 'too much' equipment 'hoarded' in
    their safes, which implies that they have too little need for gold.


Summary:

 Again, we appear to have a polarised citizenry here. Some claim that
 there needs to be more ways of getting gold out of the game, whereas
 others claim that gold, or rather the lack thereof, is a major limiting
 factor to their ongoing gameplay. Interestingly, there are quite a few
 players who claim to be on both sides of the camp, simultaneously.

 The only thing that seems clear to me, is that there is no clear way to
 determine what is a 'right' amount of gold for a player to have, or to
 determine what is a 'right' amount of ongoing maintenance for a player
 to be required to pay.

 Points 1 & 3 of the 'too much need' camp have been addressed by Section
 I, 'Sloatinok'. General repairs can be reduced by finding an active
 blacksmith, or negated by reincing blacksmith oneself, which takes care
 of point 2 of this argument.

 Point 1 of the 'too little need' camp has been partially addressed in
 Section II, 'Power disparity'. However, while the investment required is
 significantly greater than the current situation, it is still static,
 roughly proportionate to the total worth of a character.

 Point 2 can only be successfully resolved by removing those guilds that
 have no use for equipment. However, I believe that such an arbitrary and
 drastic change would have a negative affect on the peace of mind of the
 playerbase. No player would feel comfortable playing in any guild for
 fear of it being removed because of some arbitrarily defined 'balance'
 requirement.

 Point 3 is more a function of player focus. Those who focus mostly on
 exp, get mostly worth. Those who focus mostly on gold, get mostly big
 bank balances. Similarly, those who focus mostly on doing eq, get mostly
 eq. And thus, a player who does eq has, in the current 'eq-starved'
 market, a financial and commercial edge on those who do not. They have,
 and everyone else needs. So they can serve their own needs most
 effectively by trading an in-demand commodity they spend time to earn
 and own, with the commodities they need, that others have. Essentially,
 this is no different in nature than what an exp-focused individual does.
 The commodities are just different, and are of different types of
 marketability. Thus, point 3 can be safely discarded.


Suggested solutions to address the gold sink issues:

 Unfortunately, I have little to offer in the way of ideas to supply a
 gold sink for larger players that has not already been suggested, or can
 not be easily avoided without significant impairment to one's character.
 However, I would suggest that increasing eqdecay rate or cost, or
 removing the blacksmith guild, can only be destructive to player morale.
 Several muds I have played have reached the point where equipment decay
 was so severe that players did not use equipment except in extremely
 special circumstances. Each of those muds felt like there was something
 intrinsically missing from the playing experience, if only because
 customisation by way of equipment was impossible to maintain.

 Essentially, I have to agree with the point raised by Gwydian; That
 penalising the entire playerbase, or even a significant portion of it,
 because of a few players whose playing strategy nets them huge amounts
 of gold, is less than ideal. We don't tune exp for the 15g+ players,
 and thus we shouldn't tune the mud for the players with 100m gold, or
 those with castles overflowing with equipment.

 In the case of Mist mage and Dragon lord having no use for eq and thus
 no eq maintenance costs, I can supply two separate and distinct ideas.

 For Dragon lord, I have a very unoriginal idea; The shifting cost
 could be raised. I also happen to like the idea of allowing form to
 be refreshed, at the (required) cost of some on-hand gold. But that
 might detract from the intention of negligible risk that the creator
 intended for the guild. I'll leave this one open.

 For Mist mage (and this would also affect lava mages), a new spell could
 be added to the Earth mage guild that allowed the caster to heal
 themselves at the (required) cost of some on-hand gold. This would have
 the nice side-effect of adding a little versatility to these two guilds,
 which I have in the past heard gripes about pertaining to soloability at
 the level 50-60 range. Additionally, this concept is thematically in
 keeping with the Omicron healing ability which allows one to convert
 pure energy into hit points. The difference is that the energy is
 transferred from a solid substance, gold (hence earth mage), and not
 from raw energy.


This concludes my follow-up to the general discussions over the last week.
I was pondering making it a little longer, but since the majority of you
that have read this far are probably having severe eyesight issues by
now, I've decided to let them rest, until next time.

Constructive responses are welcome.

- Tranquil the verbose


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

poster: Monkey
subject: >>>>>Changing the mud in general
date: Sat Jan  6 01:34:43 2007

What a windbag.

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

poster: Lotus
subject: >>>Changing the mud in general
date: Sat Jan  6 06:00:04 2007

On Fri Jan  5 22:29:01 2007 Daneel wrote post #120 in general:



> In general, I agree with this; however, there are a large number of posts by players that discuss not how the change affects the global player base over the long term, but their personal interests over the short term.  This is not, in my opinion, "good intentions", though I understand my definition of intentions may differ from many peoples'.



Then you have read these posts wrong. Yes, Ca, Ligea and Tranquil all write very well. Some of us less so. We have a harder time expressing what we mean. Be it the foreign language or something else. That is why some of us have tried to explain why this change is best *from our point of view*. I'm sorry, I can not really comment on the global effects of changes. I can only comment on the personal effect on me. I'm simple that way. Sorry again.



And, as was said before, the fact that we can talk about it, is wonderful, and the fact that we do means it is close to our hearts. (Although Ligea has a very valid point of having at least a bit of for warning. Oops, is that to egotistical? Sorry!) No one is trying to whine, we are trying to give a form of input. I have noticed before that wizzes here have a hard time handling simplerer people. Again, sorry, and don't feel attacked or offended by our simplicity. We are grateful and want to contribute, even if you have no use for the contribution.



So, sorry I opened my mouth, but please please please, don't doubt my intentions...


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

poster: Uno
subject: >Changing the mud in general
date: Sat Jan  6 14:57:45 2007

On Fri Jan  5 19:45:38 2007 Daneel wrote post #115:
> particular.  It's all designed to address basic imbalances in 
> the system we have.  If you're too impatient to deal with 
> the (rather slow) process of a couple of amateur social 
> engineers (the wizards here) advised by ravening hordes of 
> players (probably some of them actually proffesional social 
> engineers) trying to make the world a little better, you 
> 
> 
> Oh, never mind, I'm going over the deep end in that next
> line.  Anyway, you get the point.

Hide-bound nincompoops is my hot catchphrase for 2007

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

poster: Viper
subject: Farewell from Blackwidow
date: Sat Jan  6 23:41:05 2007

Hey guys, Blackwidow here.



It was my intention to leave quietly, as I left when I was greatly disappointed and irritated, and I didn't see the point in airing my frustrations publicly.  However, I understand that some people are curious about why, and I would much rather them know from me, rather then from rumors and speculations.  This also gives me a chance to say goodbye, to those I didn't get a chance to talk to before I left.



I have been playing online games since 1990.  Which ones have varied, they come and go, lasting as long as they are rewarding.  On Iom, I enjoyed doing 2 things as time passed, eqqing and coding.  Well, a number of things happened just before I left that made me question whether I wished to continue with either of those things, and well, then there was really no point in me staying.



About eqqing:  Well, no, it wasn't the changes in the tp system that made me stop eqqing.  The timing of that was an unfortunate coincidence.  The reason I stopped eqqing was that I saw a log of a conversation between some people, talking about us and our eq.  Some of the things that were said were mean and others completely untrue.  People claimed to have said/talked to us about things that they never did, at least not that I had ever been a part of.  I am not going to name names.  But some of the people involved in this discussion, were people we eqqed with, and people I had respect for.  I was so incredibly disappointed, that I really needed some time to decide if I wanted to bother continue eqqing.  It takes a lot of time and energy to organize it and do it well.  And the list of people I really didn't care to have in our eq parties was just growing.  Well, after I made that decision, the admins changed the tp sac policy, and well, that didn't encourage me to start eqqing again at any rate.  Those things happened in the course of just a couple of days.  I had made up my mind to take a break but had waited a few days to announce it, just to be certain that is what I was going to do.  That indecision on my part put my announcement just after the admin's changes, and I can understand that making people misunderstand my motivation.  A lot of the things that were said on the channels and notes after the change, disgusted and disappointed me as well.  It definately was not making me want to start eqqing again.



On coding:  Well, my intention with my break was to do other things, and code a bit.  I have some goals on my wall at work, and getting the second part of the area out was actually there at the time.  I didn't get much coding done while eqqing.  But my break would be a perfect time to try to get that part finished.  Well, here I guess the admin's changes did play a role in my frustrations.  Not the changes themselves, because I very well understand the need to change and adjust to new situations, and support that.  I was willing to give things a try to see if they would help.  I tried to keep my reservations out of chat and public boards, and spoke my peace directly to the admins on the change matters.  However, it seemed to me that very basic changes were being done in the mud, without anyone having done any analysis ahead of time as to what it was that they hope to achieve.  So how then, can you evaluate whether or not your changes have had any positive effect?  As a player, making deep changes brings frustration because it changes all the rules and makes you rethink how you are going to play.  As a builder, changes just for changes sake make it impossible (imo) to code a good area, because you code out from a frame of reference, that with deep changes, no longer is valid.  Now, if there was some kind of meaning or plan behind it all, then fine.  You could try to code with those goals and intentions in mind, and do 

your best.  I didn't ever understand the vision in it all tho.  I wrote a number of notes to the admins without getting a written answer.  I understand that there was some tell that I missed because my computer crashed, but that was it.  (And that I found out after I suicided.  And at that point, I had already realized that me leaving was the right thing for me to do, because I was enjoying myself much more in my new hobbies.)



Well, in all, the frustrations and disappointments and uncertainty made Iom 

something that gave me more frustration than enjoyment, and then it really was 

time for me to move on.  I had a number of frustrations in rl as well at the time, at work.  Similar situation really.  People not having and clear goal or strategy for the system I am responsible for.  I was ready to leave there as well, and had another job offer, but I took up my opinions there, as I did on Iom.  Well, in contrast to Iom, we actually sat down and talked about it.  My views were taken seriously, and we are working it out.  Changes there are slow, but they are happening, and I have confidence that we will work it out, because the process we have had the last months has shown that we can communicate and figure out the details.



Anyway, it was a lot of fun, for a long time, and thanks to all of you who made it that way, the players are really what makes or breaks a mud.  



So why suicide instead of just not logging in?  Because I didn't want anyone to

harbor any false hopes and expectations that I would return.



As to my eq, no one got it.  Those that eq can get their own.  Those that don't, don't deserve topeq, imo.  :P  Watching all the vultures when Jussi left was quite unsettling as well.  I definately was not gonna go there.



And to the admins, thanks for putting the time and effort into the game that was a great hobby the last years.  I don't know many of the admins well, but I have gotten along well with those I have had significant contact with: especially Zifnab, Khosan and Ixt.



Good luck, and goodbye.  

I am suiciding this secondary now as well.



In the meantime, I am indulging myself in World of Warcraft.  If you want to find me there, make a Horde character on Darkspear, and look for the ugliest, most forsaken undead priest you can find. :P



Have fun!

Blackwidow


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

poster: Lotus
subject: >Farewell from Blackwidow
date: Sun Jan  7 00:11:19 2007

On Sun Jan  7 07:41:05 2007 Viper wrote post #128 in general:

> Hey guys, Blackwidow here.



Well, I will take this opportunity to wish you the best, and maybe we'll meet again, somewhere, online. I thank you, and enjoy.


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

poster: Andros
subject: problems/solutions
date: Wed Jan 10 09:43:54 2007

not sure if this has been suggested but maybe put lvl limits on eq?

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

poster: Tranquil
subject: >problems/solutions
date: Sat Jan 13 05:26:24 2007

On Wed Jan 10 17:43:54 2007 Andros wrote post #130:
> not sure if this has been suggested but maybe put lvl limits on eq?

This has been suggested, in the distant past. But, I'd like to ask,
what would this solve? I'd also like to point out that arbitrary
changes, particularly those that turn this into 'every other mud'
without solving any known issue, probably won't do much for the game
dynamic.

My reason for making this point? The vast majority of active players
are already at or beyond the point (by worth and level) where
reasonable level restrictions on eq would force them to use less
powerful eq. So all we'd really be doing is forcing the very small
players, who already have plenty of trouble finding suitable eq they
can afford to buy (as well as not get outbidded on), to further
restrict their purchases.

Instead of buying what's available, they would be forced to buy what
is available _and_ low enough level for them to use. I can only see
a change such as this hurting smaller players, and I can't see it
solving any of the existing issues that have been discussed in news
over recent months.


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

poster: Maxy
subject: Hellspawns
date: Sat Jan 13 09:20:30 2007

Currently Hellspawns clan is looking for active members for either experience or equipment parties.



We would prefer someone who is familiar with Islands of myth at least, but if you arn't that's ok too







Send either me (maxy), Darkfox, or triangle a mud-mail if you are interested.

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

poster: Lotus
subject: Bye bye
date: Sat Jan 13 23:04:09 2007

Been fun. If the mud survives, best wishes to all...
If it don't... Best wishes to all...
It's been fun, time to move on.

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

poster: Daran
subject: >Bye bye
date: Sun Jan 14 00:31:58 2007

On Sun Jan 14 07:04:09 2007 Lotus wrote post #133:
> Been fun. If the mud survives, best wishes to all...
> If it don't... Best wishes to all...
> It's been fun, time to move on.

;jukebox Queen - Another One Bites The Dust


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

poster: Telum
subject: >>>>>Changing the mud in general
date: Tue Jan 16 03:21:34 2007

(This post is rather long, I beg you indulgence in reading it.)



First off I would like to applaud the wizards for being willing to define and implement changes to make this mud better, I think it can be safely said that every player here appreciates this. Second I would like to thank all those who have involved themselves in the constructive discussion about mud changes. At this time I would especially like to state my appreciation for Tranquil's post on the topic (general 124). That was a very thorough and well thought out discussion and I am grateful for the time and effort that goes in to fashioning such a post and has inspired me to do likewise.



In this post I have comments for each of the 4 sections of Tranquil's post. At this point I must state that I do not consider myself an expert on mud mechanics (as a result I will write from my limited experience in the game) and have no experience with coding, I have however spent numerous hours over the last 10 years designing my own paper RPG game based on current scientific understanding, with a focus on ease of use for players. As a result I have some experience with game design and implementation.



Yet before I get to my comments I would like to briefly discuss the reasons for playing this mud in particular. When I first chose this mud I spent 3 days reviewing the literature of many mud's and via my selection criteria, chose this one. The reasons, as a person with very limited prior mudding experience, I chose this mud are as follows:



1.No player killing.

The only other mud I had played many years before allowed this and I found that it attracted too many people who derived pleasure from causing others misery. It became too petty and severely detracted from the enjoyment of playing.



2.Unlimited progression.

As I was choosing a place that I intended to become a regular at, I did not see the point to selecting a place where I would eventually reach the end, or where there was such a clearly defined point to try and attain. Or, for that matter, a place where within a few months of regular playing I would be comparable in strength to older and larger players. Muds are unique in that the amount of time required to master them is enormous. Knowing this, it was my desire to find a mud where it would take a count of years to reach the upper echelons of power.



3.Guilds available as the basis of skill advancement.

Perhaps only a superficial distinction from classes in the traditional D&D sense, yet it reflects a conceptualising of how characters acquire skills. It of course needed to allow for characters to possess multiple guilds.



4.Original mud design.

The idea of choosing a mud using “stock” areas always seemed poor to me as it suggests the creators didn't care as much about the place. I could see such mud's stagnating very easily.



5.Age of the mud.

I did not want to choose a young mud. Not because it would consequently be bad, but rather I wanted to minimise the risk of my time spent building up a character being wasted by the mud closing. It seemed logical to assume that a well established mud was more likely to remain open than a newly formed one, especially considering that I had noticed so many people playing online games required the stimulation of the visual cortex to enjoy the experience....This also ensured that there were players of serious power in the game. This was important to me because it would give me players to strive to match, as well as an idea of what could be done, from the outset.



6.Large world.

I did not want to choose a place that I could potentially become very familiar with over a short space of time.



7.Role playing not required.

I am all for “playing in character”, but have an outlet for that in paper RPGs I am involved in so did not feel the need for it. Although if the mud fitted the other criteria this was less important.

There were likely other reasons but that will suffice. The reason I mention this is because it is likely that anyone choosing to mud here would be deciding to from a similar list of reasons, and people desiring other options would choose elsewhere. Consequently, in any discussion about mud changes, especially where an aspect of the discussion is on how to attract new players and retain existing one, it is important to define what type of mudder is likely to choose this one over others, and any changes to be made should consider the likes of the players who would elect to play here.



Another issue to address is why make changes in the first place? Two obvious answers come to mind. First, to increase the enjoyment of playing the game and two, to address issues relating to how the mud runs, or how the world is developing over time. From reading mud info when I first started playing, I noticed that a character that has attained mastery of an omicron guild was called an ultimate character. Obviously when the mud was first designed this was the case. It is however no longer the case. This is a reasonable development as it will normally (at a guess) take between 1 and 2 years to achieve this – assuming a certain level of regular play. Consequently it becomes necessary to allow for multiple guilds (not sure if it was there originally). This has been done, with a number of penalties to development, which would appear to have a basis in slowing down the rate of further progression. Recent changes to the exp tune have caused the larger players to rethink their character approaches and they have adapted. However, I feel it is now time to modify the current guild system. Not by changing the current guilds but by changing the way we progress through them and by adding a new type of guild. I will discuss this in detail later.



I have heard a fair amount about game balance and being “in theme”. Being in theme is a term I find interesting, I assume it is used in reference to initial game design and changes made to the mud over time. As a result, anything that has been officially added to the mud is “in theme” and any future additions should be in line with the general principals behind the present mechanics. Considering why people may elect to play here over other muds, I feel that guilds, unlimited progression and original design should always be a part of that. Game balance is another topic I find interesting, as it can not mean making the game equally easy or challenging in absolute terms, but can only be applied in relative terms. As in life, you can not expect a 2 year old to have the same interaction with any scenario as a 20 year old. So, in relative terms, as the character progresses, the challenges should also progress. 



As the characters access to better skills and spells increases, so should the necessity to to use these better powers. There are numerous aspects to this discussion which can make it very complicated, but in essence it can be summarised by diversity. Diversity in almost every area of character design means that each type of character will have different strengths and weaknesses. Knowing this, how can one definition of what is a fair balance be applied to everyone equally? In short, it can not. So what we have is a choice. As players, we choose what style of character we want to play. Generally we will look at the strengths of the character type, however it is just as important to identify the characters weaknesses, otherwise the player may have unrealistic ideas of what they should be able to do, especially in a comparison to another character. 



Tranquil identified the key areas where changes to the game need to be made to address the needs of a world that is developing and has been developing over a the years. This is a good necessity to have and just like in the real world, we must be involved in these changes if we want things to develop how we would like. Of course, it is not about what we would like individually, but rather about what are the best choices for the world in general, or if you are prone to reflecting on the bigger picture – for the greater good. 

I will say from the outset that I do not believe that the best approach is to take an existing system and modify it so that it is more difficult, in an attempt to reign in the larger players so that there power is more equivalent to the smaller players. This is a short sighted approach as anyone who plays regularly over sufficient time will end up within this peer group, and it does not address the core issue – the allowable scale of growth for a character. A better approach is to enhance the existing system to allow for a larger scale of growth. Surely we are better served to honour the time, energy and dedication that all the larger players have invested into the mud rather than make it seem like they have done something naughty by growing too big. 



There is no reason to feel that a character can ever get too big as it is easy enough to make monsters big enough to swallow any character, or group of characters, of any worth. The real challenge is allowing for more growth, while at the same time increasing the enjoyment a player can gain from playing. The current power curse does requires enormous amounts of resources to gain small amounts once a certain level is reached (probably beginning at the time one can gain omicron levels). This results in the larger players effectively running on the xp, gold and eq treadmills for large spans of time before they are able to do anything new or more challenging. I realise that we can party, but since each guild is in effect a specialisation, it requires a group to face the largest challenges in any case. What is needed is a new path for players to follow that enhances their characters and their playability, allowing them to do more and new things which results in greater enjoyment. Penalising further those who are already on the flatter section of the power curve does nothing to increase playability and enjoyment, quite the contrary. Enhancing the current system to incorporate further options however, does both. Ok, enough preamble. Below are my comments using the same divisions as Tranquil.



Comments on Slaotinok:



As a player I have not started to tpsac any items, yet as a midbie I have reached the point in my characters development where I need to gain tp's so I can continue to improve my character (primarily to increase spell/skill max's). Yet I also have mid-range eq set, so need to eq to improve my set. To emphasise this I will state that I have been playing as a weaver for most of my time here (from 22 mil to my current 1.85 gig) and still have 3 slots that are not designed for wis/spr needs and only 1 slot that is considered top. I have also explored to over 10k and have found it very difficult to progress towards 12k, and even if I did get there I would still require another 50 tps before any wish could be taken. This however is not something I dislike as I derive a goodly portion of my fun in mudding from facing the challenges involved, of which eq and tps are but 2. I accepted that my choice of weaver would make golding and solo xping difficult and exclude me from eq until I was of midbie size. This I gladly accepted and do not begrudge the choice in the slightest as I enjoy the weaver guild enormously. However, since my set is only average and the only way I can achieve effective rates is in parties (which are much more enjoyable than soloing anyway), where I would not wear lesser eq as my tapping faster effects everyone in the party and I would not disrespect my fellows muddlers in such a way, I would have to wear them when soloing, yet this is already poor and lesser eq would make it even less effective. However, if I could see it was the best choice for the mud I would gladly accept it and adapt, but Tranquil's proposals seem very logical and as a result I back his proposals. Not because they make it easier for me (remember I enjoy the challenge) but rather because it addresses the related issues effectively. In either scenario it will still take me a very long time to have sufficient tps to gain my next wish so there is no immediate advantage for me to support these changes.



Comments on Power Disparity



First and foremost I will state that the concept of game balance must consider the amount of time invested by the player (the following assumes the player does more than idle most of the time...). As a result, a player who has been playing for 5 or more years should be more powerful than someone who has been playing for under 5 years and especially under 2 years. If this is not the case there is no incentive for a newer player to progress beyond a certain point and this effectively reduces the lifespan of a character, as well as the desire to begin playing in the first place. If a player has reached a point where gaining xp, gold or eq has become easier, then that is exactly as it should be. If it did not then what is the purpose of progressing your character significantly? I personally had no problem with large DLs (or any other guild type for that matter) being able to amass huge amounts of xp soloing, as it was a choice I could emulate once I achieved a certain worth. It would likely be a bit too anti-social for my tastes but knowing the option was there was pleasing. I accepted from the beginning that as I got bigger, the costs to increase in power would also increase. This is not only acceptable but also desired as otherwise it would be too easy. However, if it can be seen that above a certain worth, the slope of the curve showing advancement against cost becomes almost flat, then this is only desirable if the powers gained are significant enough to justify the massive cost. As it stands, once the primary guild has been maxxed, the power increase slows significantly. To the point that no larger player now appears to have only one body. If this was the desired outcome then it has been achieved, if it was not, then the really big players have adapted but it has in effect altered the concept of character advancement quite significantly. Tranquil's suggestions are again very well considered and I support them. I would however suggest a few additional ideas.



1.In the secondary guild, allow for advancement to omicron.

Anyone who has reached the omicron guild in their primary will identify the powers available there as essential for optimal usage of the guildtree. Allowing this in the secondary guild enables larger players to effectively operate a dual guild character and also allows smaller players to have a planned dual guild character to aim for. Does this mean the larger players would be more powerful? Yes and this is a very good thing! If the power curve flattens too much the incentive to continue to progress diminishes, especially for players who are beginning to get fairly powerful in their primary guild. At this point you begin to consider where you will go after omicron quite seriously, yet due to the inability to truly dual guild, the incentive diminishes. With this change, the incentive is restored fully.



2.The creation of unique Omega Guilds.

This is not a fully detailed concept yet but I would be willing to put work into it if the concept was considered worthwhile. This is my primary new concept. I feel it has the potential to address all the concerns we are currently faced with while adding positive and new paths for every to be able to walk down. Omega is a working name and could easily be changed.



The idea is this:

Once a character has maxxed omicrons in a dual guild set up, they are eligible to create an omega guild that is directly fashioned from the 2 guildtree's chosen. As an example, I will use a character who has selected Weaver and Warrior in the desire to become a Paladin. I realise that Templar is the current version of a paladin but the templar is defined as a lesser warrior, not a masterful holy warrior. The process could go as follows (I will use Telum as an example. Please note the idea can be made more or less complex, as desired):



After having completed the rigorous training to achieve mastery of both the Weaver and Warrior guilds, he begins his search for Osara the Great Sage to seek guidance in his quest to become a Paladin. After he finds Osara and is deemed worthy (either by quests and/or the attainment of a full level), Telum is given information about William the Pureheart, an almost mythical holy warrior who sought refuge on a distant island after a terrible tragedy many years past (either directions or the first clue in another quest) and seeks him out. 



William agrees to teach Telum one of the legendary powers but required a commitment from him to never again harm a goodly being. (In this way if desired, restrictions can be implemented to offset the powers gained and can be either coded so the character is unable to break them or voluntary, requiring the player to ensure they are met and checked at regular intervals with imposed penalties for transgressions requiring a special task, or the like, before the power is once again available. They could also simply be a renouncement of lesser similar powers , perhaps one from each guildtree, whose costs are used to fund the first 50% of the skill or some such, or must be sacrificed, but remembered in lieu of a reinc. This concept is not necessary but I feel would add to the flavour of the new guilds as long as they are in theme with the 2 base guilds. It may however limit the possible members of parties, but this could be discussed in the future.) 



Telum readily agrees and is taught the secret of “sanctus lamina” (please forgive my poor latin) – a mighty offensive power that requires the use of a holy blade (this is also optional but allows for specific quest or guild items to be found to use the power gained) but inflicts incredible damage against evil foes. After some intensive training Telum masters sanctus lamina and desires to fathom another legendary secret. He once again approaches Osara for his great wisdom and after once again being considered worthy, is told of the whereabouts of Adranath Goldeneyes, a legendary servant of Selinea who vowed to stand as guardian over a seal to a dimension of unimaginable evil in the ancient past. He was granted immortality to stand his eternal vigil, but it is said that those who are worthy may gain great powers through him. Etcetera. 

In effect the player must gain a full level, seek out the Great Sage, find the master, master the power and continue the process. As stated earlier this concept can be expanded or simplified.



Via this new guild, a character can essentially have unlimited advancement and even if the costs are very large, they can be certain it will be worth it and be assured of continued enjoyment and novelty. If desired, each master could have a number of secrets so the player would never be certain of what they would be offered, although each master would have a theme. There could of course be maximum levels available but they are not necessary in the least.

I realise this could, in its most complex shape, require a large amount of coding but in its most basic form only requires a new guildmaster with a list of powers that can be purchased in any order. It does not even require a quest to find him/her. 



Of course, I would imagine that those who would be able to attain these guilds straight away would enjoy it being more complex than that but the idea is flexible, adds a massive amount of new paths for players to travel down and give new players an exciting range of long term goals to aim for. As an aside, it could also be a vessel for allowing the big players to have mighty powers that enable them to face the greatest monsters in the mud without the need to recode the monsters (if that is necessary). I have been considering this concept for some time and feel it addresses a number of concerns I had about long term game play.



Each of the 78 possible combinations (I think thats right) can have a pre-determined title, of which some examples could be: Abjurer/Weaver – Great Protector, Druid/Woodsman – Earth Master, Evoker/Elemental – Archmage, etc. Here I must state that there are obvious combinations that should not be allowed (thereby reducing this number), such as Weaver/Inquisitor as they are effectively opposed, however, each guild should have at least a few options available. I do however feel that limiting the number of valid choices significantly would detract from the idea.



I will leave my discussion of this concept until feedback is given.



Comments on Playerbase Stagnation



1.In agreement with the concept of players advertising the mud, I would encourage everyone to vote regularly, even when not playing. On 'Top Mud Sites', you can vote once in every 12 hour period (not sure if its within each 12 hour period or after 1 vote you can vote again from 12 hours later), and the table is reset every 15 days so it is easy enough to start accruing more votes again. I noticed for a short while we got as high as 15, and I am certain this aided our gaining prospective muddlers. We have however dropped away to the mid 20's again. I feel for this to be a useful pursuit we need to at least appear in the top 20 so we are on the first page. 'Mud Connector' only allows 1 vote per day (again unsure if in a 24 hour period, or once again after 24 hours have elapsed). I am unsure if it is reset and if not we have a long way to go to reach the top 20 (1300 at present) but we are only 34 votes outside the top 50. We can not be offered incentives to vote so it is up to us to do it regularly!



2.My previous idea of adding the omega guild on top of Tranquil's ideas (with possible variation to account for the idea) will breath new life in to the larger players characters and give the smaller ones much more to aim for, thereby potentially increasing retention of players and grabbing more prospective players who log in to check it out for a short period of time. Reaching Omega level can be set to be at whatever worth is considered appropriate, with the cost for dual guilding fitting within this cap. 5 gig or so would make them available to 52 players at present. It could be set higher, for example, 8 gig, which would limit it to 20 at present. This would need further discussion.



Comments on Gold Taps and Sinks



I agree that there is a significant portion of the playerbase that do not find they have excess gold, in fact for many of us it is very difficult to even get ahead of the powers costs + repair costs, so there is always a doling of time spent between xping, spending xp with available gold; then golding or eqing to sell items to make gold and levelling until sufficient gold is made. This is a completely acceptable aspect of gaming. I chose a guild in which gold would be an issue until I was able to eq. I happily accepted this and found planning advancement a necessary and enjoyable adjunct to my game time. 



I also agree that just because some people have copious amounts of gold is not a problem. This reflects rl and is a natural result of any economy. I believe that my concept of the Omega Guild gives an exciting avenue for larger players to commit resources to, which only adds positive aspects to game play. It could perhaps be balanced in such a way, if deemed necessary, that the costs for the omega guild powers required substantially larger amounts of gold than the current guilds. This could be retainer costs for the Great Sage and the Masters, as part of the quests if implemented, or as a cost for a new omega guild item. This expands on the concept of required guild items for specific powers (or there could be a sole new guild item which is effectively the focus of all the available new omega guild powers), which eliminates the need to quest for them, if that is not wanted. 



It could also require a regular (once per boot?) tithe to the Guildmaster (or Master if a number of masters were used) which could be justified as the master checking the restriction has been followed, or just because it is required. This could also free up some top eq from the larger players as the new eq would replace the existing eq which would not be necessary again for the character. This could therefore bring back into circulation possibly very rare eq. If this new guild concept was used, it would, as far as I can see on the surface, only have a positive impact on the virtual economy and would eliminate the need for other costs to increase or possibly remove the need for any other changes to be made at all.



In effect I feel this idea addresses the issue of game balance, player retention, use of gold and brings in a lot of new elements to the game with only an apparent (yes I accept I may be off on this point) minimal requirement for coding once the concept is detailed in full. 



Thank you for taking the time to read this rather long post. I hope you will consider the ideas contained within. 



Telum

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

poster: Highpriest
subject: >>>>>>Changing the mud in general
date: Tue Jan 16 04:02:38 2007

Generally, I'd say I like this idea. But I'm quite sure there will
be some issues.

Remember that these powerful players (that has an 'omega' guild) can
party with lower level players. Unless another change to make these
powerful players to leech more (current xp tune does the reverse) is
made, it will causes a significant increase in those low level
player's rate (which might be undesirable).

However, I'm not that sure if the wizards would want to allow those
already-so-big players to get xp even faster. A viable solution to
this is to force these extra power from 'omega' guilds to cost xp to
use as well. This way, it partially offset the larger amount of xp
they would need to get from the party, as well to remind the players
that these are fancy powers that shouldn't be used without any
considerations.

-HP and his comment.

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

poster: Highpriest
subject: >>>>>>>Changing the mud in general
date: Tue Jan 16 04:09:55 2007

On Tue Jan 16 12:02:38 2007 Highpriest wrote post #136:
> Generally, I'd say I like this idea. But I'm quite sure there will
> be some issues.
> 
> Remember that these powerful players (that has an 'omega' guild) can
> party with lower level players. Unless another change to make these
> powerful players to leech more (current xp tune does the reverse) is
> made, it will causes a significant increase in those low level
> player's rate (which might be undesirable).
> 
> However, I'm not that sure if the wizards would want to allow those
> already-so-big players to get xp even faster. A viable solution to
> this is to force these extra power from 'omega' guilds to cost xp to
> use as well. This way, it partially offset the larger amount of xp
> they would need to get from the party, as well to remind the players
> that these are fancy powers that shouldn't be used without any
> considerations.
> 
> -HP and his comment.
Sorry, I missed out something. I got a bad feeling about allowing
secondary omicron, as it will also affect party rate as well.

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

poster: Ligea
subject: missing
date: Tue Jan 16 19:01:11 2007

Shield of reflection.  Dropped or sold or something.  Cash reward.

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

poster: Lorric
subject: claw of gargantua
date: Wed Jan 17 07:16:05 2007

i lost the gar claw some how if anyone found it please return it ..
yea right.  
not sure how i lost it but i am thinking it may have been thrown
like a knife but why it would id as a throwing knife dont make
sense.  it was marked as kept but when a throwing knife is kept
wielded then thrown the keep is gone this really sux.

Lorric

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

poster: Axis
subject: wis
date: Wed Jan 17 14:02:12 2007

hopin someone around would like to loan me a wis set. currently i am
quite bork and have given away most of what i had so if u would be
interested in loaning me a set that would pwn and baby jesus would
love you

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poster: Tektor
subject: Mud in general
date: Wed Jan 17 15:03:26 2007

I see alot of posts about sloatinok and how tps are needed to
advance or needed to gain power. Sorta lost but when did it become a
norm that tps are something people "need" to have. As I remember
from many years past tps were only ever a bonus from something that
doesnt even exist anymore. Maybe tps should be restructured back to
the basics and possibly instead maybe some races should be revamped
or possible remorting for certain better races.
I do have one take on remorting with better races though.
It should cost gold/exp, there should be some sort of quests like
shape shifter, if you fail you have to reinc to try again.
Also introduce race items instead of just race lead items. Every
member of the race gets one for and odd slot like they are now.
However they become more like guild items in that you gain
mastery/ranks. When remorting restrictions would include guild and
racial masteries. Would make sense if they are going to become more
powerful races they are masters of the ones they leave? Also maybe
certain combinations only allow certain races. Like a Giant Warrior
could join the (examples) Titan race or the Golem race, however he
couldn't join a caster type race like Valar. Also he could only join
certain guilds like warrior or ma or woodsman. Forcing a bit of
restrictions and giving split bodies a bit more distinction. A
player could have a evolved fig type body and an evolved caster type
body. Higher than 100% maxes and possibly new stat maxes and
increased training rates.

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

poster: Inside
subject: reincs
date: Sun Jan 21 02:15:49 2007

i'm gonna try to not reinc anymore for a while. i've blown through
too much gold/eq/tps recently.

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

poster: Chemosh
subject: Time taken to get topslot
date: Sun Jan 21 06:43:56 2007

please excuse the terms "topslot, midbie, etc"

in july 2006 I stated playing again. at the time I had what many
would call a midbie caster set (ie the topslot caster set from
2000)
since then I have played daily and tried to be part of every eq
party my life would allow for. I would say the intensity of my doing
EQ was way above average for a normal player.
Now 6 months later I have finally filled a topslot druid set. I
would say I diced 80-90% of the items and bought the one or two
items for gold

In my opinion 6 months to go from an average lvl 95 caster set to a
top slot is more than reasonable, considering the amount I play

This post is just to outline that if you really want to get a
topslot set you can, even without gold. All you need is some time,
some patience and reinc into a guild that is required for EQ
parties. If you are not prepared to do that, then dont complain you
dont have a top set. 

C

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

poster: Bahgtru
subject: Exp tuner change comments
date: Tue Jan 23 20:39:48 2007

Well now its been a couple of months since the exp tuner was
changed, and I feel its time to open my yap once again and comment

From what I've come to understand the changes were made in order to
encourage more parties to be created, in the face of the concept
that IoM was become too solo-oriented.

However since the changes have been made, I haven't actually noticed
an increase in the amount of exp parties. Perhaps it's just bad
timing on my behalf or I'm not paying enough attention. But to me,
the changes don't seem to have worked.

Of course, I'm biased, and I have an ulterior motive here.
Personally I love solo guilds, and before the changes were made I
was soloing 2m/hr as a 500m woodsie. After the changes, my solo rate
dropped to 700k/hr. Two months later, I'm still 500m, because my
reinc to a more party-oriented body has yielded absolutely no
results. So once again, I'm becoming bored and idle.

Now some may read this and say "it's just one player". I'm willing
to bet that there's more than just me who feel this way. I'm not
saying the tuner was a bad idea, and I'm sure there are many who
have found it a great improvement. However, I don't think players
should be penalised because they choose to play a solo guild. Else
why do we even have solo guilds?

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

poster: Chrono
subject: >Exp tuner change comments
date: Tue Jan 23 21:51:59 2007

Totally agreed, while I don't technically play here.. I do
occassionally go kill something - however while I was on break from
school and work I took some time to play a secondary. This lead to
something very odd - my newbie secondary got exp VERY easily. level
14 - 11k cows? level 8 - 2k ocean octopus (among other monsters)
900exp for grasshoppers in newbie garden at level 8... seems odd.
7m worth and soloing approximately 7k per min because practically
EVERYTHING is considered larger than what a newbie is..
Anyways I honestly don't see how it's more practical (from a balance
perspective) for someone of smaller worth to gain any more or any
less than someone of higher worth when combating the same monster.
From my perspective it seemed like exp was tuned finely by the exp
tuner that was already in place.
Here's the jist of it - newbies gain exp faster than ever before
while larger players are left to stagnate unless they kill in swamp
or hell.
Seems off to me.

I have no positive feed back though, only the negative to say that
tunes were much more realistic than they are now.

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

poster: Esoteric
subject: >>Exp tuner change comments
date: Wed Jan 24 13:21:42 2007

On Wed Jan 24 05:51:59 2007 Chrono wrote post #145:
> less than someone of higher worth when combating the same monster.
> From my perspective it seemed like exp was tuned finely by the exp
> tuner that was already in place.
> Here's the jist of it - newbies gain exp faster than ever before
> while larger players are left to stagnate unless they kill in swamp
> or hell.
> Seems off to me.
> 
> I have no positive feed back though, only the negative to say that
> tunes were much more realistic than they are now.
I'm going to have to agree with Chrono here. And though the change
was made to promote equipment parties, it's tragic when you spend 45
mins - 2.5 hours on a mob, and it turns out being worth 500k-1mil
exp. I think the way equip monsters were, exp wise, right after the
tune was good. Until some people got greedy and party left to
solo-death a huge mob. If it was made so there was..say a 3.5mil exp
cap on solo deathing, it would help out.

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

poster: Daneel
subject: >>>Exp tuner change comments
date: Thu Jan 25 21:24:54 2007

On Wed Jan 24 04:39:48 2007 Bahgtru wrote post #144 in general:

> Personally I love solo guilds, and before the changes were made I

> was soloing 2m/hr as a 500m woodsie. After the changes, my solo rate

> dropped to 700k/hr.



Given your level, the only way the tune made could cause you to get 65% less xps would be if you were killing level -35 monsters.  I find that... shall we say, suspect, for lack of a better term.







On Wed Jan 24 05:51:59 2007 Chrono wrote post #145 in general:

> Here's the jist of it - newbies gain exp faster than ever before

> while larger players are left to stagnate unless they kill in swamp

> or hell.

> 

> Seems off to me.



Noting that, in this comparison, "larger players" are those over level, oh, say 135 or so, well past anything the mud was ever designed to handle, and who can't be bothered to think of clever ways to work the new system.



It seems perfectly reasonable to me, from several points of view.

(1) Players that big have enough already.  If getting xps is there primary motivation to play, they obviously need some indication that they're done, they won, and they should move on.  If their primary motivation is to try neat cool new things, or socialize with nice people, tuning them isn't going to make a big difference to them.

(2) playing a newbie is a real pain here.  They need a boost.  I'm on my fifth time doing it, and it's still a pain, even with this boost - though rewarding enough I'll still probably try a sixth at some point.

(3) big players are, from a mud point of view, old.  They should learn more slowly than their younger counterparts :-)







On Wed Jan 24 21:21:42 2007 Esoteric wrote post #146 in general:

> I'm going to have to agree with Chrono here. And though the change

> was made to promote equipment parties



You're confusing tunes.  The xp tune was not made to promote xp parties.  It was made to make it easier to tune solo and party rates to reasonable values with proper ratios from one to the other.





           -Daneel


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

poster: Chrono
subject: >>>>Exp tuner change comments
date: Fri Jan 26 00:21:24 2007

Maybe we have different perspectives on reasonable, however I don't
see how newbies gaining worth at
 extrodinary rates is in any way beneficial to the muds long lasting
effect on players - it only speeds 
up the proccess in which newbies get big, get bored, and leave.
While I can see reasoning that maybe higher worth players were
gaining exp fast before, I don't see 
how slowing their exp, unless they do parties to kill in areas of 1m
worth monsters, to almost nothing helps anything.
One thing though that I'd like to add, a reason this mud is
attractive to some players is because t
hey have a CHOICE, and limiting those choices based on something as
miniscule as saying "big players already have enough exp" is utterly
proposterous and IS NOT a good reason to tune things so drastically.
If you're goal is to make players do other things than experiencing
- then I suppose you've done a good job. However I think it'd be
more effective if you'd just play their character for them.
Anyways just thought I'd give my input. I enjoy your willingness to
change the mud for, what you think is the better, but in my personal
opinion and from a semi-retired player's perspective, I just don't
see how they are for the better.

PS. I guess I over exagerate a bit when I say slow their exp to
almost nothing, I guess what I really mean is their player growth,
which I guess some could consider the same.
That's pretty much all I have to say on the issue, anyways thanks to
everyone who still try to keep this place alive, players and admin
alike.

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

poster: Ertai
subject: Player Advancement
date: Fri Jan 26 08:05:27 2007

Here's an interesting idea.  I liked the Omega guild idea but people
were worried
about it being overpowered.  If you want to change the MUD to allow
much longer
advancement, you need to reduce the power of the existing characters without
changing the guild structure they are already in.  I believe the best way is
to change the way the TP system and the reincarnation system works.

Take away all the greater wishs.  Also take away all forms of reincarnation
that don't involve TPs.  Change the TP cost of reincarnation to 10 pts.
This would create a greater incentive to produce multiple bodies, lower
the character's power, and allow for a higher top end of guilds.

It would make reincing less common which I think is more realistic
and give the players a good reason to get TPs at the same time.

In the short term, there would be a lot of people upset but with
good guilds to advance to, the power level of those characters
that have been here a long time would stay intact.

I think advancement in this game should be the result of training
instead of gradually grinding away to get wishes at larger
and larger costs.

It would take a lot of coding time to create these guilds.
I have no illusions that this would take some time.
But I think this would be a great way to make the MUD
take longer to complete.

my two cents - Ertai

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

poster: Taliph
subject: Exp changes ... the good and the bad ...
date: Fri Jan 26 09:07:57 2007

The recent experience/level change ... the good and the bad ...

o Good : Emphasizes training of skills and spells, particularly at lower
  levels where advancing to gain stats and regeneration is often more
  beneficial.

o Good : Emphasizes a desire for higher level players to hunt within their
  "range" rather than potentially wipe the areas designed for lower level
  players.

o Good : Reduces experience bonuses for difficulty that do not apply, or that
  apply less significantly.

Exa: A lower level player fighting a mob does signficantly less damage than a
     higher level player.  This increases the amount of time necessary to make
     a kill, allowing the mob time to do more damage with hits, as well as use
     skills and spells.  A higher level player will typically kill at a much
     greater speed, thus reducing (or completely eliminating) the difficulty
     of the kill by a noticeable degree.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

o Bad : The progression of power for a given player is often approximately
  very poorly by level.  The guild structure is designed such that further
  advancement in guilds, path-wise, requires stepping back into lower guilds
  which offer little or no significant increase in capability/power to the
  player other than the stats/regen gained via the levels.

  Many guild paths offer conflicting abilities as you progress ... perhaps
  allowing the player more flexibility or variety, but offering little by way
  of real advancement (at least in the short-term) in power.  Elemental,
  evoker, and warrior are good examples of guilds with this and the major
  increases for these guilds generally are experienced when completion of two
  or more conflicting guilds enables the player to advance to a higher guild.

o Bad : Levelling within guilds often is "empty".  Progressive training of
  skills/spells, while offered in many instances, is not incorporated in many
  of the guilds.  For examples of this, we can look at the warrior alpha
  guild ... doublehit is achieved at level 14, and can then be trained to
  100% of the racial maximum, but prior to this is unavailable.  These
  drastic increases, rather than progressive increase, create "magic levels"
  for players to achieve ... especially now with the recent change.  The
  levels between major skills/spells often increase the power/ability of the
  player minutely and while the player will experience some slight
  degregation in the experience they receive for kills, will not be
  receiving enough of a bonus from the levelling to compensate.


:: Taliph ::

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

poster: Taliph
subject: Additional exp change notes
date: Fri Jan 26 20:06:16 2007

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

I realized after my previous post (general.150) that I'd mistakenly forgotten
to include a couple of points regarding the exp/level change :

o Bad : Miscellaneous guilds ({ traveller, blacksmith, enchanter, master
  enchanter, navigator, master navigators }) which do not add signficantly or
  directly benefit players experience gaining serve to detract from the gain
  of experience (however subtle or slight) more so now than the previous
  negative of delaying advancement to bravo or omicron class abilities.

o Bad : Individuals in traditionally non-solo guilds seem to be the most
  affected by the change.  They were less capable at soloing prior and now
  even more so ... even if more capable at partying.  Players in guilds
  capable of soloing well prior appear the least affected.


:: Taliph ::.

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

poster: Drake
subject: Clan
date: Tue Jan 30 13:25:37 2007

Anyone out there looking for a hitter/tank for a clan?



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

poster: Daneel
subject: >>>>>Exp tuner change comments
date: Wed Jan 31 09:55:26 2007

On Fri Jan 26 08:21:24 2007 Chrono wrote post #148 in general:

> Maybe we have different perspectives on reasonable, however I don't

> see how newbies gaining worth at extrodinary rates is in any way 

> beneficial to the muds long lasting effect on players - it only speeds 

> up the proccess in which newbies get big, get bored, and leave.



Because, while people do react positively to being challenged, what frustrates people most is not being low worth themselves, but disparity of worth between them an everyone else.  Therefore, because the average size has significantly increased, it needs to be easier to approach that average size (which of course leads to a much bigger, even less fun discussion of the direction of the mud as a whole)



That being said, I'd hardly call the current newbie rates "extraordinary".  they are larger than they were - perhaps even 3x larger - but 3x 100k/hr is still pretty slow.  And at current rates, it is still always worth it to gain worth - no one ever gets slower rates by increasing in size.



> While I can see reasoning that maybe higher worth players were

> gaining exp fast before, I don't see how slowing their exp, unless 

> they do parties to kill in areas of 1m worth monsters, to almost 

> nothing helps anything.



As you say later, I'd hardly call it "almost nothing".  At the moment, I see on 3 people for whom this should have any significant effect, and 18 people for whom, while noticable, this tune is relatively minor (<10%).





> If you're goal is to make players do other things than experiencing



My goals are several-fold:

    (a) Make sure parties are economically always better than soloing (the immediate cause of this change).

    (b) Make sure there is something one can do at all levels, in all types of guilds, that is reasonable.  And make sure there is some differentiation between the options, and conditions where each option is best, so that there are *real* options in how people play, and not a set of clones walking around.

    (c) Try to attract more new people.


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

poster: Daneel
subject: >Additional exp change notes
date: Wed Jan 31 09:58:23 2007

On Sat Jan 27 04:06:16 2007 Taliph wrote post #151 in general:

> o Bad : Individuals in traditionally non-solo guilds seem to be the most

>   affected by the change.  They were less capable at soloing prior and now

>   even more so ... even if more capable at partying.  Players in guilds

>   capable of soloing well prior appear the least affected.



But this was exactly the point of the change - to make non-solo guilds solo worse and party better, so as to provide more differentiation between solo and non-solo guilds.  The minimal nature of the differentiation as it was meant that everyone was soloing just fine, and there was no incentive to party.


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

poster: Lucifer
subject: >>Additional exp change notes
date: Wed Jan 31 09:59:40 2007

not sure Jant would agree to this ,, even in parties 

but then again, Jant havent played here the last 2 years more or less

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

poster: Taliph
subject: >>Additional exp change notes
date: Wed Jan 31 11:21:21 2007

On Wed Jan 31 17:58:23 2007 Daneel wrote post #154:
>But this was exactly the point of the change - to make the non-solo guilds
>solo worse and party better, so as to provide more differentiation between
>solo and non-solo guilds.  The minimal nature of the differentiation as it
>was meant that everyone was soloing just fine, and there was no incentive to
>party.

If this was the intent and purpose of the change ... then I recommend a
reversal of course.  I believe strongly that the problems this mud has and
is experiencing are due to the already present differential.

By instituting a change whereby they are "unable" to solo with any
effectiveness, we are encouraging players to not take on these roles if
they happen to play during times when parties are few or scarce due to
low activity on the mud ... encouraging them to not party, but instead to
take the role of a solo guild so as to avoid idle/empty periods.

I would suggest, to balance the mud and encourage diversity, work towards
redesigning the guilds such that the differential between the solo rates
was less extreme than before.  Define overlapping roles for the guilds in
party formations such that parties were able to "happen", even if slightly
less efficiently, without all of the members being in "key" roles.
:: Taliph ::

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

poster: Esoteric
subject: >>>Additional exp change notes
date: Wed Jan 31 14:29:14 2007

On Wed Jan 31 17:59:40 2007 Lucifer wrote post #155:
> not sure Jant would agree to this ,, even in parties 
> 
> but then again, Jant havent played here the last 2 years more or less
Daneel went over this. At 24G worth, you don't need anymore exp. Can
you read or what?

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

poster: Goroharahad
subject: >>>>Additional exp change notes
date: Wed Jan 31 19:09:07 2007

On Wed Jan 31 22:29:14 2007 Esoteric wrote post #157:
> On Wed Jan 31 17:59:40 2007 Lucifer wrote post #155:
> > not sure Jant would agree to this ,, even in parties 
> > 
> > but then again, Jant havent played here the last 2 years more or less
> Daneel went over this. At 24G worth, you don't need anymore exp. Can
> you read or what?
I think this is a point of debate.
Why do we need an exp cap on a body ? And why 24 ?
I thought the answer was 42 ...

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

poster: Kacroo
subject: >>>>>>Exp tuner change comments
date: Thu Feb  1 07:47:39 2007

On Wed Jan 31 17:55:26 2007 Daneel wrote post #153 in general:

> Because, while people do react positively to being challenged, what frustrates people most is not being low worth themselves, but disparity of worth between them an everyone else.  Therefore, because the average size has significantly increased, it needs to be easier to approach that average size (which of course leads to a much bigger, even less fun discussion of the direction of the mud as a whole)



Isn’t the average active player size huge nowadays?  Most of the people I see logged on are near level 95 or above.  Since you’ve already said that level 135 is well past anything the mud was ever designed to handle, level 95 should be very close to that limit.



So, wouldn’t it be a bad idea to try and get players to reach that average size quickly seeing as how the mud isn’t designed to handle huge players?



>My goals are several-fold:

>(a) Make sure parties are economically always better than soloing (the immediate cause of this change).



Why should partying always be better that soloing?  While it does make sense for a party-oriented guild like evoker, it doesn’t make sense for a solo-oriented guild like shape shifter.



>(b) Make sure there is something one can do at all levels, in all types of guilds, that is reasonable.  And make sure there is some differentiation between the options, and conditions where each option is best, so that there are *real* options in how people play, and not a set of clones walking around.



You seem to be using the term reasonable to justify these tunes a lot.  Since it’s a relative term, what exactly is your idea of reasonable?



Also, do you include players that have a huge number of levels in this goal even if the mud isn’t designed to handle them?



>(c) Try to attract more new people.



Since this tune was implemented, are there new active players?  If so, how many?



And now for the 50 million dollar question, has the active player base changed in any way since this tune was implemented?


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

poster: Daneel
subject: >>>>>>>Exp tuner change comments
date: Thu Feb  1 09:32:20 2007

Kaproo writes:

> Isn’t the average active player size huge nowadays?  Most of the 

> people I see logged on are near level 95 or above.  Since you’ve 

> already said that level 135 is well past anything the mud was ever 

> designed to handle, level 95 should be very close to that limit.

>

> So, wouldn’t it be a bad idea to try and get players to reach that 

> average size quickly seeing as how the mud isn’t designed to handle 

> huge players?



Very true.  However, if they don't even stay until then, because it looks like an interminable, unfair climb, we're even worse off.



Also, I half suspect 90% of our newbies are secondary characters; I'm not sure how that affects the argument.









> Why should partying always be better that soloing?  While it does 

> make sense for a party-oriented guild like evoker, it doesn’t make 

> sense for a solo-oriented guild like shape shifter.



The basic logic for the general case is as follows: Player A, in a pure party guild, can only effectively xp some percent of the time P<100%, because he's dependent on other people, who may not be available at the same time he is.  Player B, in a pure solo guild, can effectively solo any time he wants, because he's only dependent on himself.  So, to give them the same overall growth rate, player A's rate when he is gaining xps needs to be higher than B's.



As to the logic within a single guild, that's at some level a fact of life we just can't get around.  Take a woodsman and stick an evoker behind him, and you are more than doubling his damage done, without affecting his damage taken (well, not much anyway).  Therefore he will gain xps faster.  At some level, two heads are just better than one.  We can mitigate that, we can adjust the specifics (and do; note woodsmen's defences and dragons' inability to party at all).



> You seem to be using the term reasonable to justify these tunes a 

> lot.  Since it’s a relative term, what exactly is your idea of 

> reasonable?

Depends on what it's relating to :-)



As you point out, this isn't exactly something codifiable.  I think of it like the Supreme Court thinks of pornography - I know it when I see it :-)







> Also, do you include players that have a huge number of levels 

> in this goal even if the mud isn’t designed to handle them?

Depends on my goals at the time.  I always try to engineer diminishing, rather than disappearing, returns, because I want such high level people to have _something_ to do; however, I don't want them to get so powerful they overbalance things too much, so I err on the side of providing them less rather than more.  And, given those caveats, they are always going to be less important to me than those of levels to which the mud was actually designed.



So yes, I include them.  The correct question is, however, "How do I include them?"





> Since this tune was implemented, are there new active players?  

> If so, how many?

This tune in particular wasn't made to attract new players.  It was made to balance party vs. solo guilds.  People had grown to the point where there was no longer any point in partying.



The fix aims at doing two things:

(a) For any given player, make it so that they always gain more xps/damage done by attacking larger monsters (on the presumption that they are capable of killing larger monsters in a party than solo).



This, however, leads to some unbounded growth for large players, therefore was added



(b) For any given monster, make it so a lower level player always gains more xps for killing it than a higher one



This bounds the growth curve.  It also makes much more logical sense (to me at least), but the main point is that it bounds the curve produced by (a).


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

poster: Daneel
subject: >>>Additional exp change notes
date: Thu Feb  1 09:40:20 2007

On Wed Jan 31 19:21:21 2007 Taliph wrote post #156 in general:

> On Wed Jan 31 17:58:23 2007 Daneel wrote post #154:

> >But this was exactly the point of the change - to make the non-solo guilds

> >solo worse and party better, so as to provide more differentiation between

> >solo and non-solo guilds.  The minimal nature of the differentiation as it

> >was meant that everyone was soloing just fine, and there was no incentive to

> >party.

> 

> If this was the intent and purpose of the change ... then I recommend a

> reversal of course.  I believe strongly that the problems this mud has and

> is experiencing are due to the already present differential.

> 

> By instituting a change whereby they are "unable" to solo with any

> effectiveness, we are encouraging players to not take on these roles if

> they happen to play during times when parties are few or scarce due to

> low activity on the mud ... encouraging them to not party, but instead to

> take the role of a solo guild so as to avoid idle/empty periods.

> 

> I would suggest, to balance the mud and encourage diversity, work towards

> redesigning the guilds such that the differential between the solo rates

> was less extreme than before.  Define overlapping roles for the guilds in

> party formations such that parties were able to "happen", even if slightly

> less efficiently, without all of the members being in "key" roles.



A couple comments:

(a) Don't we then lose differentiation between guilds?  There are several guilds that, if we do this, seem to become indistinguishable.

(b) I'm not saying they should be "unable" to solo - they just should be demonstrably worse at doing so.  The ratio I've given before:



    ratio  who                     ideal max rate

    3      (party guild soloing)    75k/min

    4      (solo guild soloing)    100k/min

    5      (solo guild partying)   125k/min

    6      (party guild partying)  150k/min



I think this is a reasonable goal.  The rate numbers are meant to be maximums, but none of those maximums are all that low, even for party guilds soloing.  I think they are large enough to be noticable, though, which is the point..

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

poster: Taliph
subject: =>Additional exp change notes
date: Thu Feb  1 12:06:16 2007

>(a) Don't we then lose differentiation between guilds?  There are several
>    guilds that, if we do this, seem to become indistinguishable.

Indistinguishable on their ability to play the game both alone and in a
group with others, yes ... allowing players to pick guilds based on their
personal taste and desire for playing with others, rather than being put
into situations whereby they are forced into certain roles solely to
maintain viability in their personal growth.


>(b) I'm not saying they should be "unable" to solo - they just should be
>    demonstrably worse at doing so.  The ratio I've given before:
>
>    ratio who                     ideal max rate
>      3   (party guild soloing)      75k/min
>      4   (solo guild soloing)      100k/min 
>      5   (solo guild partying)     125k/min
>      6   (party guild partying)    150k/min

While these sound fair and reasonable to me, I know many here who would
not be pleased with this distribution ... and, if this is your goal,
then you have A LOT of down-tuning to do ...


:: Taliph ::.

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

poster: Korthrun
subject: >=>Additional exp change notes
date: Thu Feb  1 16:41:01 2007

On Thu Feb  1 20:06:16 2007 Taliph wrote post #162:
> >      4   (solo guild soloing)      100k/min 
> >      5   (solo guild partying)     125k/min
> >      6   (party guild partying)    150k/min
> 
> While these sound fair and reasonable to me, I know many here who would
> not be pleased with this distribution ... and, if this is your goal,
> then you have A LOT of down-tuning to do ...
> 
> 
> :: Taliph ::.
I just want to second this last bit.
The rates you've given are what I consider to be acceptable,
anything lower and I better be playing with people I have fun with.
for robot exp those rates are a minium not a maximum..IMO anyway

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

poster: Bahgtru
subject: >Additional exp change notes
date: Fri Feb  2 11:48:42 2007

    ratio  who                     ideal max rate
    3      (party guild soloing)    75k/min
    4      (solo guild soloing)    100k/min
    5      (solo guild partying)   125k/min
    6      (party guild partying)  150k/min


One flaw I see with this is that the solo guild partying is doing
better than the solo guild soloing... while this may seem logical it
begs the question of why we even have solo guilds, if they're going
to be better off partying?

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

poster: Argile
subject: ponder
date: Fri Feb  2 14:36:20 2007

i just realized that i dont even have a guild item
and was wondering if acrobat is only guild that doesnt get theres as a newb 
shrugleg

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

poster: Korthrun
subject: >ponder
date: Fri Feb  2 14:55:11 2007

correct
The guild item comes from the bard guild.

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

poster: Highpriest
subject: >>ponder
date: Fri Feb  2 22:22:13 2007

On Fri Feb  2 22:55:11 2007 Korthrun wrote post #166:
> correct
> The guild item comes from the bard guild.
hmmm not the only one though... psychics get theirs at witch as well

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

poster: Chrono
subject: >>>>Additional exp change notes
date: Sat Feb  3 09:07:22 2007

While I generally see your point Daneel, I have a few things I'd
like to bring to attention that I have said on private channels a
couple times.

1) The guilds in this game lack definition, and to try and define
them with what you think they are, just by saying what you think
they are (eg. Warrior is a party guild because it's a tank...), is
not very effective because:

A: many "party guilds" have skills or spells that are solo related
such as warrior having biofeedback
B: some multiclassing makes solo possible for guilds, eg. evoker
going weaver secondary for healing spells.

So how is it that you can effectively say something is solo or party
oriented without the guilds having any definition within
themselves?

2) There are MANY factors in which rates fluctuate.. so many that
it'd be pointless to list them all.. while I'm sure it's possible to
set those "maximums", those maximums will continue to decrease, even
if slowly, because players will get larger and will need levels...
and if this is a way to basically put a soft level cap (without an
actual level cap) then I suppose it's the right thing to do.

Anyways point being, the guilds here are undefined within the game,
and you can claim they're solo or party all you want, however most
of the guilds in this game are both (some due to multiclassing of
course) which is the apparent reasoning for the tunes in the first
place.. because guilds that should be party oriented CAN solo.. so I
still really don't see a reason for tuning experience, because it'd
be more effective to just change the guilds so they are defined.
I think it'd also be more effective to have incentives to party,
maybe based on guild itself, an exp bonus for when you're in a party
as a (so called) party guild, and exp bonus because you're soloing
as a (so called) solo guild.
I think what we need is some organized group of people who can brain
storm together some ideas of stuff that would be GOOD for the mud.
Anyways that's all I have for now.

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

poster: Maduo
subject: >>Additional exp change notes
date: Sun Feb  4 19:57:08 2007

On Fri Feb  2 19:48:42 2007 Bahgtru wrote post #164:
>     ratio  who                     ideal max rate
>     3      (party guild soloing)    75k/min
>     4      (solo guild soloing)    100k/min
>     5      (solo guild partying)   125k/min
>     6      (party guild partying)  150k/min
> 
> 
> One flaw I see with this is that the solo guild partying is doing
> better than the solo guild soloing... while this may seem logical it
> begs the question of why we even have solo guilds, if they're going
> to be better off partying?
i kinda agree with bahgtru in this aspect, but i also agree that
there should be a point to partying with a solo guild, perhaps maybe
it should be tuned so that instead of it being 100k/125k for
solo/party for solod guilds, it would be something like 110k/115k..
this would emphasize more of a soloing aspect for the solo guilds,
but would also offer them a small incentive to party as well.
imo, parties should generally be better no matter what guild you're
in, but, i don't believe that there should be that much difference
for solo guilds depending on whether they party or soloing.


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

poster: Daneel
subject: >>>Additional exp change notes
date: Mon Feb  5 08:36:26 2007

On Mon Feb  5 03:57:08 2007 Maduo wrote post #169 in general:

> On Fri Feb  2 19:48:42 2007 Bahgtru wrote post #164:

> >     ratio  who                     ideal max rate

> >     3      (party guild soloing)    75k/min

> >     4      (solo guild soloing)    100k/min

> >     5      (solo guild partying)   125k/min

> >     6      (party guild partying)  150k/min

> > 

> > 

> > One flaw I see with this is that the solo guild partying is doing

> > better than the solo guild soloing... while this may seem logical it

> > begs the question of why we even have solo guilds, if they're going

> > to be better off partying?



They're better off partying because 

(a) (primary) It's virtually impossible to make them not better off partying - two heads are better than one, and a pure drag from a party of specialists is going to probably be better than they can solo.

(b) because this is a party-oriented mud, because (as several people have stated) it's the social aspects of the mud that really make it work.



Why then have solo guilds?   Well, they are still significantly better at soloing that party guilds are.  And one can't always get a party.  That's the whole rationale behind having partying be better in general.



> i kinda agree with bahgtru in this aspect, but i also agree that

> there should be a point to partying with a solo guild, perhaps maybe

> it should be tuned so that instead of it being 100k/125k for

> solo/party for solod guilds, it would be something like 110k/115k..



Theoretically, that would be fine to - but due to (a) above, it's virtually impossible.  If you let people party at all, they'll find ways of doing so that are more effective.



Heck, I've even been in some dragon quasi-parties that signficantly upped normal dragon xp rates..  Players are too smart for that :-)

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

poster: Daneel
subject: >>>ponder
date: Mon Feb  5 08:43:44 2007

On Sat Feb  3 06:22:13 2007 Highpriest wrote post #167 in general:

> On Fri Feb  2 22:55:11 2007 Korthrun wrote post #166:

> > correct

> > The guild item comes from the bard guild.

> hmmm not the only one though... psychics get theirs at witch as well



My take on this is that, in both guilds, there is a strong non-alpha thematic guild.  That thematic guild basically hijacks the whole tree for its theme, and therefore it gets to decide the guild item.



Personally, I have no problem whatsoever with this sort of inconsistency; I'd prefer the guilds less consistent, not more.  However, to fit in the pattern, I'd say that bard and witch would want to become the alpha, and move acrobat/psychic to gamma - which, given their abilities, doesn't really work all that well.



All that being said, these are currently my two favorite guilds in the game, so I don't see a strong need to mess with them (and, in some cases, find a bit of conflict of interest in doing so).


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

poster: Korthrun
subject: Gold Sink
date: Sun Feb 11 19:14:21 2007

I want to retract everything I've ever said about people not having
too much gold, and there being no need for a gold sink.
It's been clearly illustrated to me that people do infact have too
much gold :p

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

poster: Avenger
subject: reinchelper
date: Wed Feb 14 20:00:19 2007

for those that are interested in reincing...

http://jtma.php5.cz/reincme.php

i hope you will like it

-Avenger-

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

poster: Zeet
subject: userbars
date: Wed Feb 14 20:55:12 2007

If anyone uses those userbar things for forums and the like, I just made one for IoM. Grab it from http://img256.imageshack.us/img256/833/ubd6370vf2.png if you want to.



-Zeet

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

poster: Korthrun
subject: >reinchelper
date: Thu Feb 15 08:47:31 2007

On Thu Feb 15 04:00:19 2007 Avenger wrote post #173:
> for those that are interested in reincing...
> 
> http://jtma.php5.cz/reincme.php
> 
> i hope you will like it
> 
> -Avenger-
http://korthrun.net/iomcalc.htm  might provide you with the info you need
it's zilavs, but I mirrored it because his webhost blows
it also has a neat feature to save your reinc, and load it into the
calculator later

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

poster: Chrono
subject: Hard mode for IOM
date: Sat Mar  3 20:28:12 2007

Race: Faerie
Primary Guild: Cleric (1 guild level)
Secondary Guild: Warrior (up to maxed out)
Armor: None (with exception to guild item)
Weapons: 2x Ghost sword


Hard mode faq written for IOM, enjoy that hard earned exp!

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

poster: Mugen
subject: >Hard mode for IOM
date: Sat Mar  3 20:36:16 2007

I tried this. It works.
A+++
Awesome faq man.

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

poster: Levi
subject: Return of the Theif
date: Wed Mar  7 23:32:45 2007

wasn't theif fun? 

who wants it back?

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

poster: Levi
subject: >Return of the Theif
date: Wed Mar  7 23:34:06 2007

On Thu Mar  8 07:32:45 2007 Levi wrote post #178 in general:

> wasn't theif fun? 



> who wants it back?



Just a poll of course

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

poster: Chemosh
subject: Oktoberfest
date: Fri Mar  9 11:55:00 2007

Hi. 

I know that mudders are beer drinking sex maniacs. Thats why I
thought we could all meet of some serious beer drinking, chick
shagging fun. Like every year the last 2 weeks of Septemeber, in
Munich, Germany are Oktoberfest. For all you mudders that lack
culture, it is a 2 weeks harvest festival. That means 2 weeks of
beer drinking in a huge (10,000 / tent) tent with music and busty
barmaids. 

If you have never heard of it before have a look at w
w.oktoberfest.de (also in english). I have been to Oktoberfest a
number of times and would like to organise an IOM weekend there. 

Time: First weekend of Oktoberfest
Place: Germany, Munich, Oktoberfest, HB tent, first front table
right of the band next to the pig pen.

The table is reserved for me. All you need to do is turn up. If you
intend to drive there you can park (and sleep) your car at
Frotmanning (where the stadium is). 
Alternatively look on the website for accommodation (or a
swedish/danish caravan with a spare corner). Entry into oktoberfest
is free, beer costs about 7 euros per glass (one glass = 1 litre,
about 1.8 pints), a good time and ncie women is garantueed. 

please reply if you are interested. It is no problem to hire a
caravan and park it onsite (lot of scandia & australian people do
this). 

Chemosh

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

poster: Chemosh
subject: oktoberfest
date: Fri Mar  9 14:46:48 2007

oh if you want a little test here some clips form utube



http://www.youtube.com/watch?v=L4igtkQ6JyM
http://www.youtube.com/watch?v=1zCFBA1uiTI
http://www.youtube.com/watch?v=cHyxdUj6Cwg
http://www.youtube.com/watch?v=frG-al-3xkg&mode=related&search=



We will be in the HB tent next to the pig pen!

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

poster: Pyromaniac
subject: wanrted
date: Mon Mar 12 14:36:35 2007

derek zoolander poolz plz

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

poster: Tranquil
subject: >Return of the Theif
date: Tue Mar 13 18:52:49 2007

On Thu Mar  8 07:32:45 2007 Levi wrote post #178:
> wasn't theif fun? 
> 
> who wants it back?

Not particularly.
Only silly people.

Hope this helps!


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

poster: Rancor
subject: >>Return of the Theif
date: Thu Mar 15 18:56:44 2007

On Wed Mar 14 02:52:49 2007 Tranquil wrote post #183:
> On Thu Mar  8 07:32:45 2007 Levi wrote post #178:
> > wasn't theif fun? 
> > 
> > who wants it back?
> 
> Not particularly.
> Only silly people.
> 
> Hope this helps!
> 
wait I know the solution.  lets whine about it.  Whining got pvp
removed, got thief shut down, got sunnydale shut down and got sloat
changed.  it is sure to bring thief back.  It is the only way.....
................

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

poster: Charix
subject: >>>Return of the Theif
date: Fri Mar 16 04:09:48 2007

On Fri Mar 16 02:56:44 2007 Rancor wrote post #184:
> On Wed Mar 14 02:52:49 2007 Tranquil wrote post #183:
> > On Thu Mar  8 07:32:45 2007 Levi wrote post #178:
> > > wasn't theif fun? 
> > > 
> > > who wants it back?
> > 
> > Not particularly.
> > Only silly people.
> > 
> > Hope this helps!
> > 
> wait I know the solution.  lets whine about it.  Whining got pvp
> removed, got thief shut down, got sunnydale shut down and got sloat
> changed.  it is sure to bring thief back.  It is the only way.....
> ................
WHINEEEEE, I WANT THIEF AND PVP BACK!!! and sloat...pleeasee..whine whine

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

poster: Levi
subject: >>>>Return of the Theif
date: Fri Mar 16 06:03:51 2007

On Fri Mar 16 12:09:48 2007 Charix wrote post #185 in general:

> On Fri Mar 16 02:56:44 2007 Rancor wrote post #184:

> > On Wed Mar 14 02:52:49 2007 Tranquil wrote post #183:

> > > On Thu Mar  8 07:32:45 2007 Levi wrote post #178:

> > > > wasn't theif fun? 

> > > > 

> > > > who wants it back?

> > > 

> > > Not particularly.

> > > Only silly people.

> > > 

> > > Hope this helps!

> > > 

> > wait I know the solution.  lets whine about it.  Whining got pvp

> > removed, got thief shut down, got sunnydale shut down and got sloat

> > changed.  it is sure to bring thief back.  It is the only way.....

> > ................

> WHINEEEEE, I WANT THIEF AND PVP BACK!!! and sloat...pleeasee..whine whine



oops i had spelled thief wrongly =P

but i want it back pleeease, any coder who has some extra time please 

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

poster: Uno
subject: >>>Return of the Theif
date: Mon Mar 19 05:32:02 2007

On Fri Mar 16 02:56:44 2007 Rancor wrote post #184:
> > 
> > Not particularly.
> > Only silly people.
> > 
> > Hope this helps!
> > 
> wait I know the solution.  lets whine about it.  Whining got pvp
> removed, got thief shut down, got sunnydale shut down and got sloat
> changed.  it is sure to bring thief back.  It is the only way.....
> ................
p.s. i don't think whining caused any of those things.

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

poster: Blooje
subject: Tuning
date: Tue Mar 20 07:13:54 2007

I, sir, think that necromancers, woodsman, and tanks should be
tuned. They solo and party way too well; and make this game boring
to play.

Also, nether mages should be uptuned.

Begin the discussion, no holds barred, bitch until your inner Rosie
O'donnel is satisfied.

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

poster: Tektor
subject: >Tuning
date: Thu Mar 22 13:35:38 2007

On Tue Mar 20 15:13:54 2007 Blooje wrote post #188:
> I, sir, think that necromancers, woodsman, and tanks should be
> tuned. They solo and party way too well; and make this game boring
> to play.
> 
> Also, nether mages should be uptuned.
> 
> Begin the discussion, no holds barred, bitch until your inner Rosie
> O'donnel is satisfied.
You might want to look at a broader picture than just omg they solo
too well. For one any halfway decent party still can hold a better
solo rate than I pull as a woodsman. Necromancers take time and a
lot of work to be able to solo well. Also woodsman and necros dont
eq whereas warriors can. And I dont get a lot of party invites as a
woodsman nor do some of the other woodsman i have seen. I however
enjoy the fact i dont have to sit and wait for parties as do some of
the other people in solo guilds take that away and you might as well
push more people to stop playing.

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

poster: Daneel
subject: >>>>Return of the Theif
date: Fri Mar 23 17:11:15 2007

I think whining did get pvp removed, Uno.  The others, I agree, 
were unrelated.

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

poster: Maduo
subject: >>>>>Return of the Theif
date: Fri Mar 23 20:46:34 2007

On Sat Mar 24 01:11:15 2007 Daneel wrote post #190:
> I think whining did get pvp removed, Uno.  The others, I agree, 
> were unrelated.
we should bring back pk daneel...
and by we, i mean you..
and by 'bring back pk', i mean you should uptune necros and
reinstall the arena event...

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

poster: Charix
subject: >>>>>>Return of the Theif
date: Sat Mar 24 05:39:31 2007

On Sat Mar 24 04:46:34 2007 Maduo wrote post #191:
> On Sat Mar 24 01:11:15 2007 Daneel wrote post #190:
> > I think whining did get pvp removed, Uno.  The others, I agree, 
> > were unrelated.
> we should bring back pk daneel...
> and by we, i mean you..
> and by 'bring back pk', i mean you should uptune necros and
> reinstall the arena event...
YES! we want pk back, we want pk back, we want pk back!!!

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

poster: Rancor
subject: >>>>>Return of the Theif
date: Sat Mar 24 11:39:07 2007

On Sat Mar 24 01:11:15 2007 Daneel wrote post #190:
> I think whining did get pvp removed, Uno.  The others, I agree, 
> were unrelated.
pffft   You kidding me????? How many people were bitching and
moaning about sunnydale and the pieces of equipment that were "not
in theme"  yet oddworld is meant not to be in theme.   And sunnydale
was closed.  for weeks straight people cry'd about pink sweaters,
high heels, and that they are ruining the game.  Of course you may
not remember the week long arguments and whining about oddworld
because you agree with everything that was said.  So you didnt care.
  

Sunnydale was one of the best areas that had ever happened to this
mud.  It made people want to play it provided people a reason to
play.  It had good exp and good eq.  It contained pieces of eq that
were needed for a long time.  Like a wis arm, wis glove, wiz foot, 
that still for the most part do not have good compliments.      And
rather than doing the closing right and renaming and moving these
pieces of eq to other mobs and or creating a new mob to contain
these pieces the whining just plain made them dissapear,  because
the other items in the area were pink and fuzzy, and actually had
some personality.  Unlike most of the people here.

Rancor

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

poster: Charix
subject: >>>>>>Return of the Theif
date: Sat Mar 24 12:03:57 2007

On Sat Mar 24 19:39:07 2007 Rancor wrote post #193:
> On Sat Mar 24 01:11:15 2007 Daneel wrote post #190:
> > I think whining did get pvp removed, Uno.  The others, I agree, 
> > were unrelated.
> pffft   You kidding me????? How many people were bitching and
> moaning about sunnydale and the pieces of equipment that were "not
> in theme"  yet oddworld is meant not to be in theme.   And sunnydale
> was closed.  for weeks straight people cry'd about pink sweaters,
> high heels, and that they are ruining the game.  Of course you may
> not remember the week long arguments and whining about oddworld
> because you agree with everything that was said.  So you didnt care.
>   
> 
> Sunnydale was one of the best areas that had ever happened to this
> mud.  It made people want to play it provided people a reason to
> play.  It had good exp and good eq.  It contained pieces of eq that
> were needed for a long time.  Like a wis arm, wis glove, wiz foot, 
> that still for the most part do not have good compliments.      And
> rather than doing the closing right and renaming and moving these
> pieces of eq to other mobs and or creating a new mob to contain
> these pieces the whining just plain made them dissapear,  because
> the other items in the area were pink and fuzzy, and actually had
> some personality.  Unlike most of the people here.
> 
> Rancor
i like to know how many person was whining about sunnydale....i
think always there is most people who like things and small group
whining...
it is fun if small group wins bigger.....but now i start one man
war...i want pk and sunnydale back! 
Charix, pain in your ass... ;)

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

poster: Korthrun
subject: >>>>>>>Return of the Theif
date: Sat Mar 24 12:04:59 2007

On Sat Mar 24 20:03:57 2007 Charix wrote post #194:
> > the other items in the area were pink and fuzzy, and actually had
> > some personality.  Unlike most of the people here.
> > 
> > Rancor
> i like to know how many person was whining about sunnydale....i
> think always there is most people who like things and small group
> whining...
> it is fun if small group wins bigger.....but now i start one man
> war...i want pk and sunnydale back! 
> Charix, pain in your ass... ;)
I declare this the end of this thread.
OBEY!

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

poster: Goroharahad
subject: >>>>>>>>Return of the Theif
date: Mon Mar 26 02:09:45 2007

On Sat Mar 24 20:04:59 2007 Korthrun wrote post #195:
> On Sat Mar 24 20:03:57 2007 Charix wrote post #194:
> > > the other items in the area were pink and fuzzy, and actually had
> > > some personality.  Unlike most of the people here.
> > > 
> > > Rancor
> > i like to know how many person was whining about sunnydale....i
> > think always there is most people who like things and small group
> > whining...
> > it is fun if small group wins bigger.....but now i start one man
> > war...i want pk and sunnydale back! 
> > Charix, pain in your ass... ;)
> I declare this the end of this thread.
> OBEY!
I dislike pink and fuzzy clothes. I see that so often in RL around,
I hoped I ocould escape them here.

(please obey Korthrun)

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

poster: Charix
subject: >>>>>>>>>Return of the Theif
date: Mon Mar 26 12:24:07 2007

On Mon Mar 26 11:09:45 2007 Goroharahad wrote post #196:
> On Sat Mar 24 20:04:59 2007 Korthrun wrote post #195:
> > On Sat Mar 24 20:03:57 2007 Charix wrote post #194:
> > > > the other items in the area were pink and fuzzy, and actually had
> > > > some personality.  Unlike most of the people here.
> > > > 
> > > > Rancor
> > > i like to know how many person was whining about sunnydale....i
> > > think always there is most people who like things and small group
> > > whining...
> > > it is fun if small group wins bigger.....but now i start one man
> > > war...i want pk and sunnydale back! 
> > > Charix, pain in your ass... ;)
> > I declare this the end of this thread.
> > OBEY!
> I dislike pink and fuzzy clothes. I see that so often in RL around,
> I hoped I ocould escape them here.
> 
> (please obey Korthrun)
so you don't like pink, thats mean we others have to not wear pink
then? dude! pink is so sexy!
plz don't obey..fIGHT!

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

poster: Maduo
subject: >>>>>>>>>>Return of the Theif
date: Mon Mar 26 12:30:29 2007

On Mon Mar 26 21:24:07 2007 Charix wrote post #197:
> On Mon Mar 26 11:09:45 2007 Goroharahad wrote post #196:
> > On Sat Mar 24 20:04:59 2007 Korthrun wrote post #195:
> > > On Sat Mar 24 20:03:57 2007 Charix wrote post #194:
> > > > > the other items in the area were pink and fuzzy, and actually had
> > > > > some personality.  Unlike most of the people here.
> > > > > 
> > > > > Rancor
> > > > i like to know how many person was whining about sunnydale....i
> > > > think always there is most people who like things and small group
> > > > whining...
> > > > it is fun if small group wins bigger.....but now i start one man
> > > > war...i want pk and sunnydale back! 
> > > > Charix, pain in your ass... ;)
> > > I declare this the end of this thread.
> > > OBEY!
> > I dislike pink and fuzzy clothes. I see that so often in RL around,
> > I hoped I ocould escape them here.
> > 
> > (please obey Korthrun)
> so you don't like pink, thats mean we others have to not wear pink
> then? dude! pink is so sexy!
> plz don't obey..fIGHT!
mr. rogers wore a pink fuzzy sweater sometimes...
and he kicks chuck norris's ass...
ultimate showdown FTW

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

poster: Daneel
subject: >>>>>>Return of the Theif
date: Mon Mar 26 12:32:48 2007

On Sat Mar 24 19:39:07 2007 Rancor wrote post #193 in general:

> On Sat Mar 24 01:11:15 2007 Daneel wrote post #190:

> > I think whining did get pvp removed, Uno.  The others, I agree, 

> > were unrelated.

> pffft   You kidding me????? How many people were bitching and

> moaning about sunnydale and the pieces of equipment that were "not

> in theme"...



I didn't say people didn't whine.  I said the whining wasn't the cause of it being removed.



There were a number of reasons why it was removed, most of which were brought up among wizards before it was even opened, long before any whining started.





> And rather than doing the closing right and renaming and moving these

> pieces of eq to other mobs...



This was a choice by the creator of the area; she prefered removal of the area to any descriptions or code changing, and we respected her choice, as we would any builder.  There was no question of a "right" or "wrong" way of fixing it.


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

poster: Taliph
subject: >>>>>>>Return of the Theif
date: Mon Mar 26 20:45:13 2007

On Mon Mar 26 21:32:48 2007 Daneel wrote post #199:
> This was a choice by the creator of the area [Sunnydale]; she prefered
> removal of the area to any descriptions or code changing, and we respected
> her choice, as we would any builder.  There was no question of a "right" or
> "wrong" way of fixing it.

Sunnydale had numerous issues with regard to its balance and placement
within the game.  While the area was of exceptional quality and represented
a wonderful effort on Malice's part, these "other issues" were very important
as well.

Theme within the game, while important, was for the most part the least of
these ... despite constant assertion to the contrary by many.

A simple comparison of the quantity and quality of the equipment from
Sunnydale with any other area in the game should reveal one of the key
"issues".


:: Taliph ::

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

poster: Lucifer
subject: >>>>>>>>>>>Return of the Theif
date: Tue Mar 27 15:18:04 2007

On Mon Mar 26 21:30:29 2007 Maduo wrote post #198:
> On Mon Mar 26 21:24:07 2007 Charix wrote post #197:
> > On Mon Mar 26 11:09:45 2007 Goroharahad wrote post #196:
> > > On Sat Mar 24 20:04:59 2007 Korthrun wrote post #195:
> > > > On Sat Mar 24 20:03:57 2007 Charix wrote post #194:
> > > > > > the other items in the area were pink and fuzzy, and actually had
> > > > > > some personality.  Unlike most of the people here.
> > > > > > 
> > > > > > Rancor
> > > > > i like to know how many person was whining about sunnydale....i
> > > > > think always there is most people who like things and small group
> > > > > whining...
> > > > > it is fun if small group wins bigger.....but now i start one man
> > > > > war...i want pk and sunnydale back! 
> > > > > Charix, pain in your ass... ;)
> > > > I declare this the end of this thread.
> > > > OBEY!
> > > I dislike pink and fuzzy clothes. I see that so often in RL around,
> > > I hoped I ocould escape them here.
> > > 
> > > (please obey Korthrun)
> > so you don't like pink, thats mean we others have to not wear pink
> > then? dude! pink is so sexy!
> > plz don't obey..fIGHT!
> mr. rogers wore a pink fuzzy sweater sometimes...
> and he kicks chuck norris's ass...
> ultimate showdown FTW
Pink Panther

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

poster: Lucifer
subject: >>>>>>>>Return of the Theif
date: Tue Mar 27 15:20:15 2007

On Tue Mar 27 05:45:13 2007 Taliph wrote post #200:
> On Mon Mar 26 21:32:48 2007 Daneel wrote post #199:
> > This was a choice by the creator of the area [Sunnydale]; she prefered
> > removal of the area to any descriptions or code changing, and we respected
> > her choice, as we would any builder.  There was no question of a "right"
or
> > "wrong" way of fixing it.
> 
> Sunnydale had numerous issues with regard to its balance and placement
> within the game.  While the area was of exceptional quality and represented
> a wonderful effort on Malice's part, these "other issues" were very
important
> as well.
> 
> Theme within the game, while important, was for the most part the least of
> these ... despite constant assertion to the contrary by many.
> 
> A simple comparison of the quantity and quality of the equipment from
> Sunnydale with any other area in the game should reveal one of the key
> "issues".
> 
> 
> :: Taliph ::
Oddworld, With Bill Clinton etc .... I do find it less silly that
Buffy was over there
than Bill clinton really..


But then again,, its a Odd world!

chuckle

I dont miss buffyland, since I never played in it... and to be quite frankly,,

Having a bunch of you whine about it constantly, is becomming old and sad.

Lucifer sits down with a bag of Popcorn to watch the show.

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

poster: Denim
subject: cake potions
date: Wed Mar 28 15:46:27 2007

I think it would be nice if these potions were tuned down or removed
completely, people are far too reliant on them.

denim

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

poster: Maduo
subject: >cake potions
date: Wed Mar 28 16:33:53 2007

On Thu Mar 29 00:46:27 2007 Denim wrote post #203:
> I think it would be nice if these potions were tuned down or removed
> completely, people are far too reliant on them.
> 
> denim
we should also remove all of the potions ixt has put into the game,
as well as the ones in the potion shops located in the various parts
of the world and 'oh' the whores that regen sps too..
can't forget the ref spells as well, ppl rely far too much on those too..
*bows*

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

poster: Mintorus
subject: >>cake potions
date: Thu Mar 29 01:05:18 2007

I agree with denim, maybe the cake pots should have a time you have to wait before you can use the next one.



& if we go as far as Maduo wants, please remove Maduo completly



Minto

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

poster: Charix
subject: >>>cake potions
date: Thu Mar 29 01:15:24 2007

On Thu Mar 29 10:05:18 2007 Mintorus wrote post #205:
> I agree with denim, maybe the cake pots should have a time you have to
wait before you can use the next one.

> 

> & if we go as far as Maduo wants, please remove Maduo completly

> 

> Minto
naah...no need remove em...them cost gold so any penalties are
baaad... stop whining about this! now..

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

poster: Maduo
subject: >>>cake potions
date: Thu Mar 29 01:16:12 2007

On Thu Mar 29 10:05:18 2007 Mintorus wrote post #205:
> I agree with denim, maybe the cake pots should have a time you have to
wait before you can use the next one.

> 

> & if we go as far as Maduo wants, please remove Maduo completly

> 

> Minto
don't forget everyone starting with m too, as they have been far too
usefull. XD
infact, why not nuke ALL of the players, then we wouldn't have to
worry about potions having time limits at all.
cakes potions are no different than the ones in illium's shop, and
the other various potions that you can get for free around the
world.. i don't really see why we should specifically change her
crap when you can just go around the corner instead to backdoor your
whole 'omg justice must prevail' crap.
if they wanted a timer on the potions, there would have been a timer.
if they wanted to halt players from running accross the world in a
second, they would have made a slow down command for walking.

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

poster: Mugen
subject: >>>>cake potions
date: Thu Mar 29 05:52:33 2007

Justice must prevail because the TMNT says so.
now obey korthrun.

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

poster: Charix
subject: >>>>>cake potions
date: Thu Mar 29 07:04:12 2007

On Thu Mar 29 14:52:33 2007 Mugen wrote post #208:
> Justice must prevail because the TMNT says so.
> now obey korthrun.
i don't obey nobody...!

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

poster: Korthrun
subject: >>>>>>cake potions
date: Thu Mar 29 07:16:29 2007

On Thu Mar 29 16:04:12 2007 Charix wrote post #209:
> On Thu Mar 29 14:52:33 2007 Mugen wrote post #208:
> > Justice must prevail because the TMNT says so.
> > now obey korthrun.
> i don't obey nobody...!
especially the grammar nazi.

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

poster: Esoteric
subject: >>>>>>cake potions
date: Thu Mar 29 08:28:09 2007

On Thu Mar 29 16:04:12 2007 Charix wrote post #209:
> On Thu Mar 29 14:52:33 2007 Mugen wrote post #208:
> > Justice must prevail because the TMNT says so.
> > now obey korthrun.
> i don't obey nobody...!
Up the price on potions to 50k if over lvl 100, regular 1.5k if under lvl 80

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

poster: Marconus
subject: >cake potions
date: Thu Mar 29 09:59:52 2007

In general the 3 varieties of potions sold at Mrs Cake are far more
powerful than any others sold in MUD atm. There's no time limit
between 
drinking them like the saveable random dropped ones and unlike the
potions sold in illium for instance they don't count as a food stuff
that 
winds up filling you and slowing down how many you can chug at once.
These potions only cost 1,500 gold a piece and are stocked 10 of
each 
ep/hp/sp that will heal 500 points in each. That means for 15k gold
you can buy a spam quaffable supply of 5,000 ep and/or hp and/or sp,
and 
30-45k gold will get you a supply of two or three of the listed.
Wait another 30 minutes or so while idling and you can stockpile
another set, 
do the same repeatedly or just pop over every once in while when
your doing xp/eq with a handly set of trigs to run to the hyboria
campfire or 
have a master nav port you there and your talking about a rather
stacked deck in your favor. That is a bit overkill in my eyes, and
it probably 
wouldn't hurt to at least tune them down a bit. 

Cut the healing to about half, increase the price from 1500 to say
3000-5000 and possibly add in the 30-60 second timer between uses
and it 
wouldn't be so bad. You'd instead be paying about 30-50k for a batch
of 10 that had the potential to heal a good 2500 points that would
still 
be readily useable throughout combat. And no, it doesn't heal as
much as a normal-greater-major mana potion does, but then again you
can't just 
pop over to the local potion shop and buy those saveable potions in
bulk either. It may also be of note that the madesico potions are in

essence 1/2 the healing points of mrs cake so adusting them with the
timer/price may also be appropriate. Just my 2 cents on the matter.

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

poster: Garraty
subject: weapon/shield
date: Thu Mar 29 16:18:59 2007

How come bards are not able to choose which hand the instrument is
in and why can you only wield a shield in the left hand?
When can we switch hands?

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

poster: Garraty
subject: wielding
date: Thu Mar 29 16:34:44 2007

I understand not bein able to change which hand the guild item is
in, but i guess i'm wondering why shields can't be either handed?

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

poster: Tranquil
subject: >>>>>>Return of the Theif
date: Thu Mar 29 23:58:51 2007

Yeah, Rancor is right. Sunnydale was the best area on this mud.
Players could just create a character, spend their entire game life
in sunnydale, and have an entirely fulfilling mudding experience.
And its removal has made this mud pointless to play now, like there
is NO REASON to play because there is NO MORE SUNNYDALE!!!11one

omglolz@rancor


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

poster: Charix
subject: >>>>>>>Return of the Theif
date: Fri Mar 30 08:21:24 2007

On Fri Mar 30 08:58:51 2007 Tranquil wrote post #215:
> Yeah, Rancor is right. Sunnydale was the best area on this mud.
> Players could just create a character, spend their entire game life
> in sunnydale, and have an entirely fulfilling mudding experience.
> And its removal has made this mud pointless to play now, like there
> is NO REASON to play because there is NO MORE SUNNYDALE!!!11one
> 
> omglolz@rancor
> 
but Sunnydale was cool....other areas are soooo lame ;)

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

poster: Crabstick
subject: Bahgtru says goodbye
date: Fri Mar 30 13:29:52 2007

Hey folks, Bags here. I'm posting as a secondary because I've
suicided Bags and it expires in a day or two, so I can't log on. I
decided to suicide to see if I'd really miss IoM if I couldn't play.
Sadly, the answer was no.

It's been 6 and a half years now, and after all this time I'm ready
to realise that my inability to make a decent character combined
with the fact that I don't have the time to mud anymore means that
Bags has to go.

To all those players I came to know over that time, whether I liked
you or you were Maduo, thanks for the laughs and the late nights.
Especially to the Aussie boys (and gals) - a crowd that will always
make a little bit of wee come out.

So that's it, I'm done, enjoy the rest of your mudding carreers and
wherever life takes you afterwards

- Bag'o'poo

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

poster: Rancor
subject: >>>>>>>Return of the Theif
date: Tue Apr  3 22:36:02 2007

On Fri Mar 30 08:58:51 2007 Tranquil wrote post #215:
> Yeah, Rancor is right. Sunnydale was the best area on this mud.
> Players could just create a character, spend their entire game life
> in sunnydale, and have an entirely fulfilling mudding experience.
> And its removal has made this mud pointless to play now, like there
> is NO REASON to play because there is NO MORE SUNNYDALE!!!11one
> 
> omglolz@rancor
> 
Should I feel honored that I did not get a 8000000000
0000000000000000000000000000000000 page post analyzing what I said
from tranquil?    I feel lucky really.

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

poster: Hp
subject: Clan
date: Sun Apr  8 03:38:31 2007

I'm looking for a clan to join.
I'm willing to reinc to a guild that is required by the clan.
Currently, I have a newbie/lowbie wis set.


If you're interested in taking me, send me a mudmail.

Thanks.

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

poster: Lucifer
subject: Rethink(undo) the npc new edition of exp tuner.
date: Mon Apr  9 04:01:31 2007

I think this latest tune of npc's should  be undone.

Whiner you think? Really, lets rethink this some.

Since the tune was introduced, not only did the morale around here sink, it
also made us loose players. Loosing players is normal to muds these days,
however, loosing players as we do now, is not very good. 
Ofcourse, the players we loose, is whiners, so what does it matter.

Another fact about this tune, is that with less players, we get less parties.

With less parties, the mud in the longer run, will make players go
solo guilds.

Why?  --> the less parties part.

The non solo guilds, cannot compete with solo guilds as a whole.
Today I saw a dlord
do this:

Avenger            5,121,024    9,875,968   14,475,264   20,858,880

I know, Avenger is a very good player, and even better dlord than
most people around this place.
Still it gives the mass of players some pointers.

--> party guilds suck.  (the ones not soloing well) 

Ofcourse, some guilds with top eq that is not considered solo
guilds, can still solo pretty well.


I think this place need some other sort of tunement than the recent one.

The faster that tune gets undone, the _better_ for the mud as a
whole. In my oppinion.

And lets brainstorm up some other ,, more throughout solution.


Luc

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

poster: Lostego
subject: Lost EQ
date: Mon Apr  9 13:18:22 2007

Think is is some bug with safes, but perhaps I gave my eq to someone
not paying attention. Missing Phlith, Warriner's Boots, 2x Lizgod
Rings, Cloak of tranmet, cloak of ashes, helm of vannheim, right and
left war greaves. Thanks

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

poster: Zifnab
subject: >Lost EQ
date: Tue Apr 10 09:26:37 2007

On Mon Apr  9 22:18:22 2007 Lostego wrote post #221:
> Think is is some bug with safes, but perhaps I gave my eq to someone
> not paying attention. Missing Phlith, Warriner's Boots, 2x Lizgod
> Rings, Cloak of tranmet, cloak of ashes, helm of vannheim, right and
> left war greaves. Thanks

Does not look like a bug to me. I just checked the phlith
you opened your safe on 04/03/07 19:18:58 and there
is no record of you putting it back in a safe.

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

poster: Bremen
subject: PlayerBase
date: Tue Apr 17 17:04:55 2007

I dunno about the rest of you, but the playerbase here has just been
scary. Anyone with ideas on how to fix this might wanna mail an
admin or goto other muds and spam them with the address to this
place? lol
Bremen

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

poster: Rancor
subject: >PlayerBase
date: Thu Apr 19 17:05:56 2007

On Wed Apr 18 02:04:55 2007 Bremen wrote post #223:
> I dunno about the rest of you, but the playerbase here has just been
> scary. Anyone with ideas on how to fix this might wanna mail an
> admin or goto other muds and spam them with the address to this
> place? lol
> Bremen

It is past it's prime. The people who liked it here and liked
playing have left due to the many many changes that were "good" for
the mud,  and noone is going to really hunt for a text based mud to
play when there are like 300 MMO's out there.  not to mention if
they are looking for a mud there are far more out there that are
more active than this one.   I am content with the slow but quiet
death.

Ranc

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

poster: Goroharahad
subject: >>PlayerBase
date: Fri Apr 20 05:29:07 2007

On Fri Apr 20 02:05:56 2007 Rancor wrote post #224:
> On Wed Apr 18 02:04:55 2007 Bremen wrote post #223:
> > I dunno about the rest of you, but the playerbase here has just been
> > scary. Anyone with ideas on how to fix this might wanna mail an
> > admin or goto other muds and spam them with the address to this
> > place? lol
> > Bremen
> 
> It is past it's prime. The people who liked it here and liked
> playing have left due to the many many changes that were "good" for
> the mud,  and noone is going to really hunt for a text based mud to
> play when there are like 300 MMO's out there.  not to mention if
> they are looking for a mud there are far more out there that are
> more active than this one.   I am content with the slow but quiet
> death.
> 
> Ranc
It is funny how the discussion about the changes died as well. If
they discouraged a part of the player base ( I count myself in that
category ) and did not attract new players what is their achievement
?
Make the slow death quicker ?

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

poster: Lucifer
subject: So in general...
date: Fri Apr 20 09:53:00 2007

How few players do we need?

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

poster: Blooje
subject: The slow death of the MUD
date: Fri Apr 20 15:50:53 2007

When is the funeral? Will DS be there!?!?!??! D:

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

poster: Korthrun
subject: omg
date: Fri Apr 20 15:51:43 2007

holy shit! the sky is falling!

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

poster: Eponine
subject: me
date: Wed Apr 25 21:20:52 2007

I'm back, the world can go on having fun now.
Carry on

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

poster: Jomo
subject: Slow Death of the Mud
date: Sat Apr 28 20:09:55 2007

There's many contributing factors as to why a mud would slowly die.
I think the biggest contributing factor has been that since the mid
90's the number of players who actually took an active role in mud
development has declined dramatically.  Back in the day -- something
like 30% of the player base for many muds would at some point 
contribute back something -- but the crowd playing text based 
games at the time were completely different (most back them were
computer science majors)  Muds came closer to the mainstream and
the playerbases got much larger while the admin/wiz's were 
always limited to a very small percentage.

Wizzes and Admin burn out, Players find WoW or Evercrack. 

Viola.  Mud starts dying.


And -- yes.. changes do hasten players leaving.. but truthfully,
players leaving is inevitable, no mud should hold anyone in 
thrall for decades.  So I wouldn't start hanging the decreasing
player-numbers on one decision or another, even if I/We disagree with
some individual changes from a philosophical level. (I pretty much
left when Sunnyvale was closed, but I was old and tired of mudding
and the closing effected me psychologically more than it effected
me in reality).

And this mud has still got a fantastic code base and should be around
for years to come.. 

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

poster: Tahnval
subject: Clear some stuff up
date: Sun Apr 29 16:45:30 2007

I've retired.  I'm pottering around in my castle for
a while.

I didn't retire because of the massive downtuning.  That 
was more of a final straw than an underlying cause.  I
simply have a lot of exp and splitting bodies doesn't
appeal to me, so I had effectively outgrown the playing
size for this MUD.  I had started playing again a couple
of days before the wholesale downtuning and then yet another
downtune on Necromancer.  Without those tunes, I might
have carried on playing.  For a while.

I have good memories of IoM (and Red Dragon, as it was when I
started playing) but
it struck me that most of them are from earlier days.  My surprise when Raena
instakilled me for praying twice.  I doubt if I had reached L10 and I could
be beaten to death by an ant, so healing twice didn't seem greedy to me.

A highbie (to me, back then), giving me an ice dryad parka, my first piece of
torso armour.  I thought that was so nice.

Completing my first quest (Help Helga...it was ages before I did the
farmer quest).  

My first Santa time, when I was a L15 giant warrior on a rampage dual-wielding
vorpal blades.

That sort of thing.  After that, a few high points (my first gig,
tanking my first 1M+ eq mob) but even those are a while back now. 
Jawsparties!  How on earth did he keep track of those?

Anyway.  Time to go.  Maybe I'll make a garden for my castle, or something.

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

poster: Eponine
subject: celebrate
date: Sun May 13 10:14:04 2007

Happy Mother's Day!
Go kiss your wifes, mothers, grandmothers, aunts, and all the other
mother's in your life on their cheek and give them a hug. THEY'VE
EARNED IT!!

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

poster: Korthrun
subject: Friendly Reminder
date: Sun May 13 14:01:59 2007

Just a friendly reminder about the wonderful colors that we get to
play with on this MUD.
% ^RESET% ^ exists.
Use it, love it, make it your favorite colo(u)r tag.

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

poster: Wagro
subject: OMGZ free EQ!
date: Sun May 20 22:21:51 2007

Hey Islands of Myth!

For those of you who do not know me, my name is Wagro and I am
awesome. However, over the past year or so I have found that I
haven't really had a desire to play IOM, mostly due to finding other
sweet games to play instead, like Madden. I also really haven't been
that interested in playing just because the mud hasn't changed much
in a while, which is noone's fault but my own, since I easily could
have learned how to code to make new cool shit. Anyway, enough about
me; this post is about you.

After careful thought, I have decided that I will be making one last
contribution to the mud, a grand finale if you will. 
^BOLDI will be giving away ALL of my possessions!
As you can probably imagine, my mud estate is fairly large and
includes enough stuff that just about anyone will find something
useful. I won't go into detail about exactly what it contains,
mostly because I am far too lazy to spell out every single piece I
own. I will however divulge that my estate contains, amoung other
things, millions of gold coins, top int, damage, and tank sets.

How do I get in on this awesome deal, you ask? It's quite simple
really. At a date and time to be determined (at least 2 or 3 weeks
from now) I will be distrubiting everything I own in a eq party dice
format, with a twist. Instead of the order being randomly chosen, it
will go in order of your rank on the rooms explored plaque at the
time of the give-away. I will tenativly plan for this to occur on
Sunday June 10th but that date may shift somewhat based on whatever
is most convenient for me.

There are only 2 requirements that you must fulfill to be eligible
to join. I do not care if you are the lowliest newbie ever to walk
the mud or a retired scrouge that has not played in years, you just
need to fulfill these 2 easy steps and you are in:

1) Put a poem/shrine/tribute/story/etc to me in your plan. I don't
particularly care what it is, as long as it immortilizes my
awesomeness
2) Your character must not be named Maduo

That's it. Really easy deal, free top slot eq. So get exploring and
I look forward to going out with a bang.

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

poster: Wagro
subject: PS
date: Sun May 20 22:22:44 2007

zmud is screwing up my color code so its not coming out right. But
you are a smart lot so you can figure out what I was trying to say
anyway. Good hunting

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

poster: Bremen
subject: Hi
date: Wed May 23 14:19:42 2007

I just wanted to post something, Hi rah rah
Bremen

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

poster: Chemosh
subject: Wanted
date: Sun May 27 12:44:43 2007

I am looking for someone to duo (or even trio) XP weeknights mudtime
(6pm-10pm)

I have about 5g xp and a top druid set. I do not know many areas and
tank poorly, but I am prepared to reinc to any guild required to
support someone. 

if you are interested for serious XPing please mudmail me with your plan etc

Chemosh

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

poster: Triangle
subject: Hello
date: Tue Jun  5 23:45:04 2007

Hi, i want to do more xps that i do now, mostly i am missing an abjurer for xps at my night time, im looking for a lvl 50+ abjurer with elec vuln, grap and iw to xp with at 12rltime, if you want to xp most weeknights and can play at that time send me a mail and get rdy for lots of xps

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

poster: Vor
subject: hi
date: Wed Jun  6 15:34:48 2007

i won't be here for a while, my roommate got pissed and won't let me
leech internet. she moves out on the 18th. hopefully i'll find a way
to pay for my own internet by then (though all of _my_ money is
going into rent, so i'll be borrowing from people i know)

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

poster: Wagro
subject: EQ Giveaway
date: Wed Jun  6 23:11:36 2007

Ok Ladies and Gentlemen, I have decided on a time to give my stuff
away. It will be occuring at (Mud Local time) Monday June 11 at 7:00
A.M. I pick this time because it works well for me, and it gives
most time zones a decent oppertunty to show up (Europeans are going
to have to wake up early). So basically 4 days from the time of this
post (minus 1 hour). Let the games begin. 

P.S. If something comes up for me, or i forget, tough for the rest
of you, I'll just reschedule it for a week later or something. I'll
try my best to make it happen then but I'm not going to break my
back for it to happen.

P.P.S. Maduo still can't come.

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

poster: Maduo
subject: >EQ Giveaway
date: Fri Jun  8 09:41:51 2007

On Thu Jun  7 08:11:36 2007 Wagro wrote post #242:
> Ok Ladies and Gentlemen, I have decided on a time to give my stuff
> away. It will be occuring at (Mud Local time) Monday June 11 at 7:00
> A.M. I pick this time because it works well for me, and it gives
> most time zones a decent oppertunty to show up (Europeans are going
> to have to wake up early). So basically 4 days from the time of this
> post (minus 1 hour). Let the games begin. 
> 
> P.S. If something comes up for me, or i forget, tough for the rest
> of you, I'll just reschedule it for a week later or something. I'll
> try my best to make it happen then but I'm not going to break my
> back for it to happen.
> 
> P.P.S. Maduo still can't come.
P.P.P.S. you're a fool if you think i care.

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

poster: Vor
subject: 4k
date: Fri Jun  8 19:15:19 2007

time to stand up and open my mouth (figuratively, though i open my
mouth a lot too).

a lot of people are worried that people will play 4k more than 3k,
and that they won't have anyone to play with:

ladies and gentlemen, i present to you the sandbox rule: you can't
make people play with you.

now, let's say some newbie decides to play on 4k. ok... so we have a
newbie. 3k doesn't. oh horrors! oh no! we've succeeded in stealing
someone from 3k!

woah woah woah... _stealing_? wtf sense does that make? we should
all be miserable together on 3k so that people can join, see no
parties, and leave? you're acting like we were getting newbies here
that will be stolen. alert to you: people were dropping out of this
mud faster than... something really fast. oldbies were leaving.
_newbies_ were leaving. you're saying that we're doing you an
injustice by playing a _different game_. yes, different game. same
mud, different game.

also, do you see how many people were playing on 4k? did you bother
signing on to check it out? magically, without adding or subtracting
areas, equipment, or possibilities, we managed to gather quite a
number of players who were doing JACK SHIT on 3k. they're having
fun. you're not having fun here cause we left... and that's somehow
our problem? we should be punished for having fun? did you not read
the part where this is a game?

for those of you, btw, that argued with my different game line... a
lot of the people who are playing on 4k were probably not gonna be
here long. i'm sure many of you know wagro was giving away eq. he's
active on 4k. does that mean he should just give his eq away and
leave instead of enjoying the mud on his terms?

a lot of you are also kvetching because you've spent your lives here
and suddenly people aren't playing on your port. yea... news to you:
a lot of the people on 4k spent a lot of time on 3k. they _chose_ to
play 4k. you can _choose_ to play 3k. we're not getting rid of one
in favor of the other. you seem to think that the wizards have added
a vortex to your game, sucking the life out of it. the mud is 10
years and more old. the life, people, was dimming fast. we have
added a new game for people who would like to play it, and people
would.

lastly, one quick reminder. people from 4k aren't banished from 3k.
feel free to offer them incentive to play here. do something
exciting. do something dashing. YOU entertain THEM. that is how you
get people to play in your sandbox.

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

poster: Vor
subject: >4k
date: Fri Jun  8 19:21:14 2007

On Sat Jun  9 04:15:19 2007 Vor wrote post #244:
> in favor of the other. you seem to think that the wizards have added
> a vortex to your game, sucking the life out of it. the mud is 10
> years and more old. the life, people, was dimming fast. we have
> added a new game for people who would like to play it, and people
> would.
> 
> lastly, one quick reminder. people from 4k aren't banished from 3k.
> feel free to offer them incentive to play here. do something
> exciting. do something dashing. YOU entertain THEM. that is how you
> get people to play in your sandbox.
opps, we did add one thing. a pk machine that is probably temporary
anyway... and it's not even something you can force on other people

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

poster: Wraith
subject: >>4k
date: Fri Jun  8 20:47:42 2007

I'm not saying that you added a vortex.  you opened up a 7-11 across
the street from a previous 7-11 in a town of 35 people.
good or bad, I'd just like to discuss the consequences, all the old
players say good.  all the midbies seem to be 50/50
and newbies only time will tell if we get new players.  I see
potential for this to have bad consequences in the long run. 
However I'm not saying that those weren't already coming, I just
worry that this might have hastened their arrival.
old players leave... thats already covered.  if you say that the
players in was at an all time low, I'll believe you, you can access
that information.  But the concern is what happens to that trickle
of new blood we get?
if they all start playing 4k, why not take the original idea and
just do a player wipe if no one ends up here?
it will be roughly the same thing.
I can't force you to play in my sand box, but I didn't build an
exact duplicate right next to it when no ones here in the first
place.
If it keeps the highbies fantastick.  If its glamour only lasts so
long though?

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

poster: Khosan
subject: >>>4k
date: Sat Jun  9 11:00:44 2007

On Sat Jun  9 05:47:42 2007 Wraith wrote post #246 in general:

> if they all start playing 4k, why not take the original idea and

> just do a player wipe if no one ends up here?

> it will be roughly the same thing.



You could say people now have the option to vote with their feet.



A real player wipe is unnecessary and would only cause people to flee the place. This way everyone has the opportunity to try it out - and still be able to play their original character at any time.



As to new players - if what you are doing is not working, then do something different. Port 4000 is at least something new.

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

poster: Goroharahad
subject: >4k
date: Sun Jun 10 20:55:24 2007

On Sat Jun  9 04:15:19 2007 Vor wrote post #244:
> in favor of the other. you seem to think that the wizards have added
> a vortex to your game, sucking the life out of it. the mud is 10
> years and more old. the life, people, was dimming fast. we have
> added a new game for people who would like to play it, and people
> would.
> 
> lastly, one quick reminder. people from 4k aren't banished from 3k.
> feel free to offer them incentive to play here. do something
> exciting. do something dashing. YOU entertain THEM. that is how you
> get people to play in your sandbox.

I do not see the point of explaining a (in my opinion ) major move
in such an agressive way.

Personal point of view : I saw Gen's idea, saw Zifnab's constructive
answer. Then suddenly and in partial constradiction with Zifnab's
post this port 4k is opened.

The real thing that disturbs me in the changes occured this year is
that I can not figure which direction this place is going.
That and the fact that objections raised by players to the changes
were often answered in a rather "harsh" way, like Vor's present
post.As much as I am grateful to wizzes who create such places,
players voices have a value as well.

Flame away
Goro

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

poster: Wagro
subject: eq giveaway
date: Sun Jun 10 22:02:27 2007

Is cancelled.



Just kidding.



Here is how it is working. I have everything i own in my castle on
the ground, i will post a list of everything i have in this post. I
will go in order of most explored to least explored, then back up,
and down, until all is gone. You will have about 30 seconds or so to
make a pick before the next person gets a choice so I HIGHLY SUGGEST
YOU MAKE A WISHLIST BEFOREHAND. There will be no asking for Id's, Tp
values, Condition, or any other information. Nothing to my knowledge
is broken, only my phlith is unwearable to all (enchanted for me).
It will be your responsibility to keep track of what is available,
if it has already been taken and you ask for it i might just let the
next person go while you scramble for you next choice. ALL
DISCUSSION WILL HAPPEN ON GIVEAWAY CHANNEL. Failure to follow basic,
easy, outlined rules might result in me banning you from
participating if I feel like it, cause I'm in charge and can do what
I want. Enjoy.


many pyroclasts (22 pyros, 1 pick)
Plain golden ring 
Iron Handled Mop 
Left Shin Guard 
a ring of lavos 
An amulet of the eye 
Silver helm 
3 Amulets of destruction lie here, discarded.
Amulet of Dessication 
2 Apocalypse staffs lie at your feet.
Black leather bracer 
Black Mithril Vambrace 
Cold black ring 
Leg Bone 
Dark ring of Nosferatu 
Golem Brain 
Pair of white wings 
Belt of the wind 
Hematite encrusted boot 
Mask of Anguish 
Magical Leggings of Tiamat 
Spider necklace 
Chrysoberyl encrusted boot 
Black scalemail 
Quickener 
Steel-toed boots 
Ogre helmet 
2 Mithril Breastplates of Tiamat lie at your feet.
Enchanted mithril plate greaves 
4 Twisted metal rings lie here, abandoned.
2 Steel bracerses 
2 Dark cloaks lie here.
2 Black Girdles of Zapakelethe 
2 Demon bone collars lie here, abandoned.
Long red robes 
Demon skin helm of Naraku 
A pair of dragonscale boots 
A Bulzarath 
A Chameleon Kama  
Shield of reflection 
4 Red-handled longswords lie here, discarded.
2 Facesmashers lie at your feet.
Shimmering Flute 
Personal Time of Life Ticket 
Golden collar 
3 Dragonbone Scepters lie here, abandoned.
A small tinder box
Cloudy Glass Wand of Feed Companions 
Blue Quartz Wand of Regrowth 
a average-sized clew of spider silk
A magical parchment
An old map.
Rune of Navigation 
many Featureless masks 
Narwat's green scale greave 
Narmgac's green scale greave 
Orbdrin 
Olathurl Phlith 
Warriner's boots 
Hide of Ykhel 
Shen Seng's Blue Headband 
Cloak of ashes 
2 Ring with a red glowing skulls lie at your feet.
Eye of the Dragon 
Wings of Daedalus 
Stone Gauntlet 
Sticky green glove 
5-headed snake whip Transmutation Ball 
Blackened leather hood 
Time of life Ticket 
37,753,379 gold coins

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

poster: Highpriest
subject: hmm
date: Sun Jun 10 23:03:20 2007

i'll probably retire, temporily or permenently
no you don't get anything

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

poster: Zifnab
subject: >>4k
date: Mon Jun 11 06:24:08 2007

> Personal point of view : I saw Gen's idea, saw Zifnab's constructive
> answer. Then suddenly and in partial constradiction with Zifnab's
> post this port 4k is opened.
> 
I wouldnt not read too much into what I was saying.. I was
specifically talking about port 3000. It hadnt occured to 
me to try an _experiment_ on anothe rport.
**


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

poster: Denim
subject: will
date: Tue Jun 12 08:07:33 2007

hi, as some of you may know, i lent alot of my top fig set to will
when i left for a bit, he has now seen fit to sell it to random
players, if you have any of the pieces, or have bought anything from
will let me know.

denim

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

poster: Zarp
subject: Party ff Healer.
date: Tue Jun 12 11:13:25 2007

Hi
I were thinking about doing a xpparty this night (00:50 local time) Wensday
If your a tank, abj or blastage should be on at that time!
tata
/zarp

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

poster: Inside
subject: dragon gems
date: Wed Jun 13 00:45:58 2007

i dropped dragon gems in cs earlier today. i was intentionally doing
it, leaving them there for whoever wanted them (i didn't, and i've
never been able to sell them). i'm just curious as to who got them
:)

feel free to not tell me. like i said, just curious

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

poster: Warrowarr
subject: >dragon gems
date: Wed Jun 13 00:48:39 2007

On Wed Jun 13 09:45:58 2007 Inside wrote post #254 in general:

> i dropped dragon gems in cs earlier today. i was intentionally doing

> it, leaving them there for whoever wanted them (i didn't, and i've

> never been able to sell them). i'm just curious as to who got them

> :)

> 

> feel free to not tell me. like i said, just curious



I got them, thanks. I went off and killed Naraku with them. It was fun.



And then i had lunch.

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

poster: Bonbon
subject: Y the MUD is dying
date: Thu Jun 14 00:16:23 2007

Well, I won't feed you that playerbase sack of crap, but here goes,
the unadulterated truth in the eyes of the guy who fucked the shop
n' drop system up.

Don't get me wrong, I love IoM, because it's awesome, but it's just
been explored too thoroughly. All of the highbies know where
everythings at, and they depend on midbies who get dragged
everywhere who occassionally drag lowbies and nubds and whatnot.
The party system doesn't work that well; I don't need to cover that,
but when you're new, you can tell that the highbies know EVERYTHING
IoM related and I assume it can be a little intimidating.
This MUD has the best syntax of any MUD I've seen, and its sad that
it's going to die when shit like Nodeka and Aarwolf are popular.

My point is: You've all played the fucking MUD too much. The only
thing that kept you here was the community, which is the defining
point of whether a MUD lives or dies. Once the userbase gets tired,
formality takes over.
It's expected that you show up every so often, blah blah blah. Once
you're even tired of that because everyone else is tired, no one
wants to be around. Tadaa, people wise up; MUDs die.
If 4k is really new, it could be the breath of revitalization the
mud needs, however as people have stated, it's easy to be swayed by
Evercrack and WoW. Why play here when those worlds are so purty and
you don't have to imagine and do all dat werk 2 reed dem big werz n
stuf cuz pix r n gameLOL1!

It's no one's fucking fault that the MUD is dying. The wizzes are
doing their best, but it's like NASA arguing for another trip to the
moon for the exact same crew members. It might be fun and exciting,
but it's incredibly pointless for the original crew members because
like this player base, they're old and tired, have already explored
the frontier, and the risk (against social lives, or boredom,
whichever. More productive things, even) isn't really worth it.

You've gotta admit, IoM had its prime, but its past and you can't
teach an old dog new tricks, as the saying goes.



That's all, hope this was insightful.
-Bonbon, Lucian, Deathwind, Jowy. Most nuked, kind of disappointed
Bonbon wasn't for the Maxxis bug abuse. =P

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

poster: Taliph
subject: WTF?!?
date: Thu Jun 14 16:04:58 2007

Who are Bonbon, Deathwind, Jowy, Lucian, and Maxxis?


:: Taliph ::

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

poster: Stomper
subject: Death
date: Fri Jun 15 18:26:05 2007

For those of us who still play, I have encountered a serious problem, death.

I think that we need a new way to come back to life now that the mud kinda died down and no one parties there is no need for healers.

There is the boat but it is WAY too expensive to use.

Please consider revising :D


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

poster: Vor
subject: >Death
date: Sat Jun 16 05:08:14 2007

On Sat Jun 16 03:26:05 2007 Stomper wrote post #258:
> For those of us who still play, I have encountered a serious problem,
death.

> I think that we need a new way to come back to life now that the mud kinda
died down and no one parties there is no need for healers.

> There is the boat but it is WAY too expensive to use.

> Please consider revising :D


if no one wants to go healer and rev you, take the boat. if it's
really an issue, make sure you don't die. i don't think the boat is
punishment. it's just what you get when you want something fast and
easy.

if it's really an issue, you can wait for escape from hell.

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

poster: Vor
subject: >>Death
date: Sat Jun 16 05:10:27 2007


and for the record, i have used the boat with inside SEVERAL times
since passing level 15. it was available and i didn't want to wait.

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

poster: Taliph
subject: Weaver
date: Sun Jun 17 14:21:11 2007

Why would anyone want to go weaver?  The experience system was
changed in December to punish players in party-oriented guilds who
weren't partying.  Without parties they are basically idle-bots.

But then again ... we punish them for idle-botting too.  Fun guild!


:: Taliph ::

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

poster: Goroharahad
subject: >>Death
date: Mon Jun 18 03:47:07 2007

On Sat Jun 16 14:08:14 2007 Vor wrote post #259:
> On Sat Jun 16 03:26:05 2007 Stomper wrote post #258:
> > For those of us who still play, I have encountered a serious problem,
> death.
> 
> > I think that we need a new way to come back to life now that the mud kinda
> died down and no one parties there is no need for healers.
> 
> > There is the boat but it is WAY too expensive to use.
> 
> > Please consider revising :D
> 
> 
> if no one wants to go healer and rev you, take the boat. if it's
> really an issue, make sure you don't die. i don't think the boat is
> punishment. it's just what you get when you want something fast and
> easy.
> 
> if it's really an issue, you can wait for escape from hell.
lost a level the first time I took the boat with a secondary.

So the only way is not to die, which can be attained safely by not
playing (I do not know any other safe solution)

In other words, I agree with Stomper comment :>

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

poster: Zifnab
subject: >>>Death
date: Mon Jun 18 05:52:05 2007

> > if it's really an issue, you can wait for escape from hell.
> lost a level the first time I took the boat with a secondary.
> 
> So the only way is not to die, which can be attained safely by not
> playing (I do not know any other safe solution)
> 
> In other words, I agree with Stomper comment :>


Lets figure this out... Stomper told me he lost 3 million from using the boot
How long does it take to get that back? How hard is it to not die?

You just have to be careful.

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

poster: Inside
subject: >>>>Death
date: Mon Jun 18 19:59:31 2007

On Mon Jun 18 14:52:05 2007 Zifnab wrote post #263:
> > > if it's really an issue, you can wait for escape from hell.
> > lost a level the first time I took the boat with a secondary.
> > 
> > So the only way is not to die, which can be attained safely by not
> > playing (I do not know any other safe solution)
> > 
> > In other words, I agree with Stomper comment :>
> 
> 
> Lets figure this out... Stomper told me he lost 3 million from using the
boot
> How long does it take to get that back? How hard is it to not die?
> 
> You just have to be careful.

there's also this event (you may have heard of it). escape from
hell. if it's really that important that you not lose exp (or to
lose a very small amount), wait for it to run.


as far as not dying, it's very easy to not die if you don't go kill
stuff that'll kill you. flee when your hps get to a certain percent,
avoid things that can insta you if you get stunned, etc.


i've played the game. i know how it works. dying should not be
frequent enough to be anything more than a rare interference.

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

poster: Korthrun
subject: >Weaver
date: Tue Jun 19 16:29:05 2007

>The experience system was changed in December to punish players in......
AJHAHAHAHAHAH
Hhahaha
HAHAHAHA

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

poster: Tektor
subject: Boots
date: Fri Jun 22 21:51:48 2007

If anyone has a cool pair of warriners boots theyd like to loan me
for 2x xpday that would rock im going seksi woodsman tank but id
like to have bit more hps. k thx.

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

poster: Tektor
subject: Mud
date: Sat Jun 23 13:01:32 2007

Just curious if any ideas are in the works for the mud, or whats
going on with the dual ports.(Got some interesting ideas maybe i'll
organize them and use the idea command) Just kinda curious I would
really hate to see this place not be around. But I think lots of
change is needed and whether people come or go at this point won't
really make a huge difference. I think those who really care about
this place will stick around and play though most any changes. I
also think revamping would be a nice way to get new people into the
mud. (I don't think player wiping/converting would hurt but would
need something different in new instead of just something like 4k)

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

poster: Khosan
subject: >Mud
date: Sat Jun 23 13:22:59 2007

On Sat Jun 23 22:01:32 2007 Tektor wrote post #268 in general:

> But I think lots of

> change is needed and whether people come or go at this point won't

> really make a huge difference.



Lots of change requires lots of work.



Consider this - there are millions if not billions of people that have not tried this mud yet. Would those changes attract them more, than what we have now?


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

poster: Axis
subject: >>Mud
date: Sat Jun 23 13:29:04 2007

On Sat Jun 23 22:22:59 2007 Khosan wrote post #269:
> On Sat Jun 23 22:01:32 2007 Tektor wrote post #268 in general:

> > But I think lots of

> > change is needed and whether people come or go at this point won't

> > really make a huge difference.

> 

> Lots of change requires lots of work.

> 

> Consider this - there are millions if not billions of people that have not
tried this mud yet. Would those changes attract them more, than what we have
now?

well obviosly there needs to some change because the few new players
we are getting are not sticking around so i agree with tektor on
this one

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

poster: Tektor
subject: >>Mud
date: Sat Jun 23 13:29:27 2007

On Sat Jun 23 22:22:59 2007 Khosan wrote post #269:
> On Sat Jun 23 22:01:32 2007 Tektor wrote post #268 in general:

> > But I think lots of

> > change is needed and whether people come or go at this point won't

> > really make a huge difference.

> 

> Lots of change requires lots of work.

> 

> Consider this - there are millions if not billions of people that have not
tried this mud yet. Would those changes attract them more, than what we have
now?

Maybe, maybe not, and i understand lots of changes require lots of
work. I was just wondering if anything was in planning.

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

poster: Khosan
subject: >>>Mud
date: Sat Jun 23 13:42:56 2007

On Sat Jun 23 22:29:04 2007 Axis wrote post #270 in general:



> well obviosly there needs to some change because the few new players

> we are getting are not sticking around so i agree with tektor on

> this one



I am not disputing the mud seems to be dwindling.



But most ideas for change seem to be focused around trying to reactivating old players. These old players are old, tired and over used - we need new players. But what can you do for new players, that has not already been done in over 10 years of development? And how would new players even know about it?

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

poster: Axis
subject: >>>>Mud
date: Sat Jun 23 13:44:01 2007

On Sat Jun 23 22:42:56 2007 Khosan wrote post #272:
> On Sat Jun 23 22:29:04 2007 Axis wrote post #270 in general:

> 

> > well obviosly there needs to some change because the few new players

> > we are getting are not sticking around so i agree with tektor on

> > this one

> 

> I am not disputing the mud seems to be dwindling.

> 

> But most ideas for change seem to be focused around trying to reactivating
old players. These old players are old, tired and over used - we need new
players. But what can you do for new players, that has not already been done
in over 10 years of development? And how would new players even know about
it?
we need to advertise!

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

poster: Tektor
subject: >>>>>Mud
date: Sat Jun 23 13:46:40 2007

On Sat Jun 23 22:44:01 2007 Axis wrote post #273:
> On Sat Jun 23 22:42:56 2007 Khosan wrote post #272:
> > On Sat Jun 23 22:29:04 2007 Axis wrote post #270 in general:

> > 

> > > well obviosly there needs to some change because the few new players

> > > we are getting are not sticking around so i agree with tektor on

> > > this one

> > 

> > I am not disputing the mud seems to be dwindling.

> > 

> > But most ideas for change seem to be focused around trying to reactivating
> old players. These old players are old, tired and over used - we need new
> players. But what can you do for new players, that has not already been done
> in over 10 years of development? And how would new players even know about
> it?
> we need to advertise!
Weeel i had some oddball ideas for restructuring guilds and guild eq
to make them a bit different to max, and some changes to races
something that might make the mud stand out a bit more than some of
the other ones
But im not the worlds best coder either

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

poster: Khosan
subject: >>>Mud
date: Sat Jun 23 13:47:54 2007

On Sat Jun 23 22:29:27 2007 Tektor wrote post #271 in general:



> Maybe, maybe not, and i understand lots of changes require lots of

> work. I was just wondering if anything was in planning.



The wizards are also old, tired and over used. To re-energize those wizards, you would need a plan that everyone believe would bring a second era to the mud.



We are very open to new blood, and but there are not many around that would be competent to make the amazing changes we need.


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

poster: Khosan
subject: >>>>>Mud
date: Sat Jun 23 13:54:32 2007

On Sat Jun 23 22:44:01 2007 Axis wrote post #273 in general:



> we need to advertise!



That is not free.



Someone could setup a advertising fond, to collect money (donations) for advertising. It just wont be me.



It would not even need to be a wizard.

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

poster: Khosan
subject: >>>>>>Mud
date: Sat Jun 23 14:59:24 2007

On Sat Jun 23 22:54:32 2007 Khosan wrote post #276 in general:

> On Sat Jun 23 22:44:01 2007 Axis wrote post #273 in general:



> 



> > we need to advertise!



> 



> That is not free.





Looks like I got about $400 in unused donations. Advertising with topmudsites.com is $150 for a 468x60 banner or $210 for a 728x90 banner (7 months). However, we do not have a banner.



We also got a player offering to pay for a larger campaign - we can get 50.000+ impressions per month on the mud connector for $200/month. Still need a banner though.



Anyone here that can make one?


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

poster: Tektor
subject: Banners
date: Sat Jun 23 17:14:52 2007

Got the following Banners made so far, going to see if i can't make
one animated. But I have been tinkering so if you guys see one you
think is really neat or you know of a good program i can use to make
an animated one i got a few ideas already lol:

http://www.geocities.com/tekhexrax/iom3a.jpg
http://www.geocities.com/tekhexrax/iom3b.jpg
http://www.geocities.com/tekhexrax/iom3c.jpg
http://www.geocities.com/tekhexrax/iom3d.jpg
http://www.geocities.com/tekhexrax/iom3e.jpg
http://www.geocities.com/tekhexrax/iomb4.jpg

Those are the 720 x 90 i can do it any any size.

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

poster: Flamesan
subject: just to confirm
date: Sat Jun 23 21:13:47 2007

I'll be playing light-heartedly, if there is such a thing, but I would still like to confirm that 4k is here to stay?



I asked around in 3k yesterday, and those who answered said that they are pretty sure 4k is here to stay.



Thanks.



Flamey

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

poster: Lucifer
subject: 4k
date: Mon Jun 25 11:27:37 2007

is a 1'st of april joke

chuckle

Well,,, fun or not, I really dont c the purpose with it

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

poster: Zarp
subject: >4k
date: Tue Jun 26 06:11:56 2007

I second that Luci

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

poster: Zavier
subject: Mud
date: Tue Jun 26 11:27:52 2007

Yeah. I agree it would be nice to at least have some info about the
intended direction of things. I'm with Tek that I'd hate to have IoM
"not be around". I kind of feel like 4k is a step toward some End.
It'd be nice to have any indication that that's not happening. Maybe
some advertising WOULD do some good. This is such a versatile,
intricate place- although it might be a little daunting to the new
player, there's no reason that interested mudders shouldn't have
easy access to us.
     Zavier

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

poster: Stomper
subject: Advertising
date: Tue Jun 26 11:45:28 2007

I've said this before long ago but I think it is time to seriously consider this.   

T-Shirts!!!

Have someone (not me) make t-shirts and sell them.  It works out great, all the profit would go to Khosan for more advertising expenses and then we would have our name out there in the real world!!!

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

poster: Zavier
subject: >Advertising
date: Tue Jun 26 11:46:37 2007

On Tue Jun 26 20:45:28 2007 Stomper wrote post #283:
> I've said this before long ago but I think it is time to seriously
consider this.   

> T-Shirts!!!

> Have someone (not me) make t-shirts and sell them.  It works out great,
all the profit would go to Khosan for more advertising expenses and then we
would have our name out there in the real world!!!
I'd buy one. Hell yeah.

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

poster: Druid
subject: >Advertising
date: Tue Jun 26 14:16:20 2007

On Tue Jun 26 20:45:28 2007 Stomper wrote post #283 in general:

> I've said this before long ago but I think it is time to seriously consider this.   



> T-Shirts!!!



> Have someone (not me) make t-shirts and sell them.  It works out great, all the profit would go to Khosan for more advertising expenses and then we would have our name out there in the real world!!!

I would buy one=)

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

poster: Stomper
subject: T-shit
date: Fri Jun 29 08:29:10 2007

I have been getting some things going for the hirt idea.  Basically I have come up with the idea of putting the web page logo on it.  Paleo also submitted a tinkered with photo, witch i have on my webpage www.iomeje.friendpages.com Please check them out and send me a mud mail on wich u lik best.  Also would the logo be better on bac or what? Please send me some input on this so i can do this well.



      Stomper

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

poster: Monkey
subject: >T-shit
date: Wed Jul  4 22:40:15 2007

On Fri Jun 29 17:29:10 2007 Stomper wrote post #286:
> I have been getting some things going for the hirt idea.  Basically I have
come up with the idea of putting the web page logo on it.  Paleo also
submitted a tinkered with photo, witch i have on my webpage w
w.iomeje.friendpages.com Please check them out and send me a mud mail on
wich u lik best.  Also would the logo be better on bac or what? Please send
me some input on this so i can do this well.

> 

>       Stomper
I tried this awhile back... lack of interest from what I saw (only 1
person was interested). Mine also had some famous emotes...

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

poster: Tektor
subject: Hi
date: Thu Jul 12 14:43:40 2007

I am headed out of town tonight for my vacation I will be back next
week. Going to Arkansas to relax and have a little fun hopefully. So
I'm not quitting or anything just going on a little R&R from work.

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

poster: Eponine
subject: >Hi
date: Thu Jul 12 17:36:05 2007

On Thu Jul 12 23:43:40 2007 Tektor wrote post #288:
> I am headed out of town tonight for my vacation I will be back next
> week. Going to Arkansas to relax and have a little fun hopefully. So
> I'm not quitting or anything just going on a little R&R from work.
Arkansas? Make sure you don't get stuck marrying your cousin!!

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

poster: Stomper
subject: New Players
date: Fri Jul 20 20:09:52 2007

It seems to me that there have been many new players comming on this month
ive been talking around and most of them told me that they heard of
us through the mud connector...
whatever we are doing i think its working

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

poster: Ixtlilton
subject: >New Players
date: Sat Jul 21 05:10:15 2007

On Sat Jul 21 05:09:52 2007 Stomper wrote post #290 in general:

> It seems to me that there have been many new players comming on this month

> ive been talking around and most of them told me that they heard of

> us through the mud connector...

> whatever we are doing i think its working





Earlier while we were doing a pretty good job keeping our ranks at the 

mudconnector and top mud sites fairly high i looked over the player 

creation logs. The number of new players that got here from those two

sites were pretty high. 



I didn't talk to any of these players, i just looked at what they had filled in

as referer when they created their characters. 



Most of those players didn't stay though and can only speculate as to why they left. 




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

poster: Kuron
subject: Found items
date: Mon Jul 23 13:18:45 2007

Found some items lying next to Gab.  If you think you lost something
there, mail me what they were.

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

poster: Mintorus
subject: me
date: Tue Jul 31 22:47:04 2007

I am now officialy retired from playing. But will help out occasionaly for eq,

if it happens to be in myu timezone. I plan on spending my spare time on coding

some new things on the 10k. But don't promise anything soon, as things seem to

move slowly on the builder port. (that & motivation is low). Thankyou to all who've interacted with me over the years & most of all thanks to the wizards.



Regards

Mintorus (aka halfdan & buzz)



nb: if anyone wishes to repost this on the 4k please do so, as i dont have a character on there anymore.

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

poster: Atrayu
subject: Muds
date: Wed Aug  8 05:45:48 2007

please blow up one of them k thanks

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

poster: Osgar
subject: Bugs
date: Wed Aug  8 09:05:51 2007

Apparently I'm not allowed to post in player bugs. Don't know if that is a bug.



The exp graph function on the web page seems to be terminally dead.

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

poster: Khosan
subject: >Bugs
date: Wed Aug  8 14:28:59 2007

On Wed Aug  8 18:05:51 2007 Osgar wrote post #295:
> Apparently I'm not allowed to post in player bugs. Don't know if that is a
bug.

> 

> The exp graph function on the web page seems to be terminally dead.

You are supposed to use the bug command.

Anyway, I fixed the issue.

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

poster: Roirraw
subject: clans seeking?
date: Thu Aug  9 16:16:54 2007

any clans out there seeking new recruits?

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

poster: Janri
subject: Found equipment
date: Fri Aug 10 03:42:52 2007

Just found a couple of bits of EQ. If you've lost something, let me know what it is and I'll return it to you.

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

poster: Maduo
subject: >Found equipment
date: Fri Aug 10 10:48:33 2007

On Fri Aug 10 12:42:52 2007 Janri wrote post #298:
> Just found a couple of bits of EQ. If you've lost something, let me know
what it is and I'll return it to you.
yeah, hi, i lost about 2153 silks.. =)

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

poster: Vor
subject: >Muds
date: Sun Aug 19 22:25:29 2007

On Wed Aug  8 14:45:48 2007 Atrayu wrote post #294:
> please blow up one of them k thanks
i prefer to blow up the players that spend all day whining about it

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

poster: Goroharahad
subject: Spider spam
date: Thu Aug 30 05:27:12 2007

Spider growls, "I'm HUNGRY!"
Spider growls, "I'm HUNGRY!"
Spider growls, "I'm HUNGRY!"

and so on for a few days .. 
That's at adv, and if there is a way to get rid of it I'd like to know.
Not very painful, but a bit


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

poster: Tranquil
subject: >Spider spam
date: Thu Aug 30 09:31:38 2007

On Thu Aug 30 14:27:12 2007 Goroharahad wrote post #301:
> Spider growls, "I'm HUNGRY!"
> Spider growls, "I'm HUNGRY!"
> Spider growls, "I'm HUNGRY!"
> 
> and so on for a few days .. 
> That's at adv, and if there is a way to get rid of it I'd like to know.
> Not very painful, but a bit
> 

#TRIGGER {Spider growls, "I'm HUNGRY!"} {#ga}

Works for me, though if you use a different client you will need to
rewrite to your client's language.


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

poster: Goroharahad
subject: >>Spider spam
date: Thu Aug 30 18:20:05 2007

On Thu Aug 30 18:31:38 2007 Tranquil wrote post #302:
> On Thu Aug 30 14:27:12 2007 Goroharahad wrote post #301:
> > Spider growls, "I'm HUNGRY!"
> > Spider growls, "I'm HUNGRY!"
> > Spider growls, "I'm HUNGRY!"
> > 
> > and so on for a few days .. 
> > That's at adv, and if there is a way to get rid of it I'd like to know.
> > Not very painful, but a bit
> > 
> 
> #TRIGGER {Spider growls, "I'm HUNGRY!"} {#ga}
> 
> Works for me, though if you use a different client you will need to
> rewrite to your client's language.
> 
I knew I would receive this kind of bullshit answer. You could as
well keep it for yourself.
Point is not I don't like hearing those spiders, point is that when
they pop up in adv they are unkillable and stay forever.


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

poster: Triangle
subject: found eq
date: Thu Aug 30 23:35:25 2007

found a nice of eq at gab send me a mail with what it is if its yours

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

poster: Triangle
subject: >found eq
date: Fri Aug 31 00:33:48 2007

On Fri Aug 31 08:35:25 2007 Triangle wrote post #304 in general:

> found a nice of eq at gab send me a mail with what it is if its yours



ok im retared i meant bifur must have been a vegetable when i typed that

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

poster: Korthrun
subject: >>>Spider spam
date: Fri Aug 31 09:45:09 2007

On Fri Aug 31 03:20:05 2007 Goroharahad wrote post #303:
> > #TRIGGER {Spider growls, "I'm HUNGRY!"} {#ga}
> > 
> > Works for me, though if you use a different client you will need to
> > rewrite to your client's language.
> > 
> I knew I would receive this kind of bullshit answer. You could as
> well keep it for yourself.
> Point is not I don't like hearing those spiders, point is that when
> they pop up in adv they are unkillable and stay forever.
> 
Correct, that is exactly how they work.
You can gag it, you can move 1 room outside of adv adn kill it in a
single round of combat, you can find another place to idle.
The event gives you an egg, it hatches. The way you get rid of the
spider is by combat. You're idling in a room that doesn't allow
combat.
Gag it, or go into combat.
It's not a bullshit answer, it's the resolution to your problem.

Or should we have someone code a command "spider_spam" which you can
set to on or off.
Just for you.
Events been around for how long?

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

poster: Wraith
subject: >>>>Spider spam
date: Fri Aug 31 09:49:16 2007

while thats all well and good, what if its not your fam but someone elses?

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

poster: Korthrun
subject: >>>>>Spider spam
date: Fri Aug 31 09:50:55 2007

On Fri Aug 31 18:49:16 2007 Wraith wrote post #307:
> while thats all well and good, what if its not your fam but someone elses?
     Adventurer's Guild of Illium
            Cloud Road        
                | 0
                |/         0 = Silent Room
              1-@-2 +-6    1 = Plaque Room
               /|\  |      2 = Level Advance
              3 4 +-5-7    3 = Portal room  
                    |      4 = Myth room
                    +-8    5 = Newbie guild
                    |      6 = Maxxis' shop
                    9      7 = Equipment Machine
                           8 = Tree of Life
                           9 = Reinc portal 

        @ = You are here

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

poster: Goroharahad
subject: >>>>>>Spider spam
date: Fri Aug 31 18:34:42 2007

On Fri Aug 31 18:50:55 2007 Korthrun wrote post #308:
> On Fri Aug 31 18:49:16 2007 Wraith wrote post #307:
> > while thats all well and good, what if its not your fam but someone elses?
>      Adventurer's Guild of Illium
>             Cloud Road        
>                 | 0
>                 |/         0 = Silent Room
>               1-@-2 +-6    1 = Plaque Room
>                /|\  |      2 = Level Advance
>               3 4 +-5-7    3 = Portal room  
>                     |      4 = Myth room
>                     +-8    5 = Newbie guild
>                     |      6 = Maxxis' shop
>                     9      7 = Equipment Machine
>                            8 = Tree of Life
>                            9 = Reinc portal 
> 
>         @ = You are here
What are you trying to prove ?
I am not complaining to death about this spam, if you try to think
instead of giving usual bullshit answer you'll admit that the
keeping this spider at adv is not intended.

Giving me a gag trig as a solution is stupid in 2 ways :
- obviously  I know how to gag
- I don't want to gag this message, which is a good alert in normal situation.

So if you think this issue does not deserve to be adressed, which I
could agree with, you'd be much inspired by not suggesting this kind
of solution and not answering.
But I suppose THIS is too much to ask.

Goro

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

poster: Goroharahad
subject: >>>>>Spider spam
date: Fri Aug 31 18:38:42 2007

On Fri Aug 31 18:49:16 2007 Wraith wrote post #307:
> while thats all well and good, what if its not your fam but someone elses?

thank you, I think you got the point.

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

poster: Zifnab
subject: >>>>>>Spider spam
date: Fri Aug 31 19:15:34 2007

On Sat Sep  1 03:38:42 2007 Goroharahad wrote post #310:
> On Fri Aug 31 18:49:16 2007 Wraith wrote post #307:
> > while thats all well and good, what if its not your fam but someone elses?
> 
> thank you, I think you got the point.

I have tried to fix it multiple times.. I can never reproduce it.

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

poster: Maduo
subject: >>>>>>>Spider spam
date: Sat Sep  1 00:00:46 2007

On Sat Sep  1 04:15:34 2007 Zifnab wrote post #311:
> On Sat Sep  1 03:38:42 2007 Goroharahad wrote post #310:
> > On Fri Aug 31 18:49:16 2007 Wraith wrote post #307:
> > > while thats all well and good, what if its not your fam but someone
elses?
> > 
> > thank you, I think you got the point.
> 
> I have tried to fix it multiple times.. I can never reproduce it.
install a spider eating plant in adv/plaque? =)
i'm not sure if it would be possible, but could the spiders be moved
around like the alien sphere event after X amount of time?
I think this would both, solve the problem and add more theme to the
event (they are trying to takeover afterall).

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

poster: Monkey
subject: Ahoy!
date: Sat Sep  1 06:51:09 2007

I am currently experiencing technical difficulties beyond my control.
Please refer to the 'sos' emote.

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

poster: Goroharahad
subject: >>>>>>>Spider spam
date: Sun Sep  2 03:39:30 2007

On Sat Sep  1 04:15:34 2007 Zifnab wrote post #311:
> On Sat Sep  1 03:38:42 2007 Goroharahad wrote post #310:
> > On Fri Aug 31 18:49:16 2007 Wraith wrote post #307:
> > > while thats all well and good, what if its not your fam but someone
elses?
> > 
> > thank you, I think you got the point.
> 
> I have tried to fix it multiple times.. I can never reproduce it.

Thanks Zif,
I'll live with it. If I suspect a way to reproduce i'll report.

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

poster: Monkey
subject: Flyer
date: Mon Sep  3 16:42:55 2007

Feel free to print this out and post it in public places:
http://www.angelfire.com/droid/monkey10/iom2.jpg

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

poster: Monkey
subject: New Flyer
date: Thu Sep  6 00:38:09 2007

I'm working on a new flyer, I'd appreciate any input.
Here is a link to what I have atm:
http://www.angelfire.com/droid/monkey10/iomWIP.jpg
Please send any suggestions via mudmail on either port.
lub

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

poster: Eponine
subject: lurker/thief
date: Fri Sep  7 06:11:06 2007

It may take some doing, but it might be a good idea to change the
'Thief Guild' rooms to 'Lurker Guild' rooms (ie Thief store, etc).

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

poster: Tranquil
subject: The ballad of the n00b
date: Sat Sep  8 16:04:57 2007

http://www.youtube.com/watch?v=iP0ZFuIW3TQ

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

poster: Tranquil
subject: next up: the n00b combo
date: Sat Sep  8 16:19:25 2007

http://www.youtube.com/watch?v=cIX0yROKXUg

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

poster: Holyman
subject: >The ballad of the n00b
date: Sun Sep  9 06:24:41 2007

On Sun Sep  9 01:04:57 2007 Tranquil wrote post #318 in general:

> http://www.youtube.com/watch?v=iP0ZFuIW3TQ



haha that video was awesome go noob power

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

poster: Stomper
subject: Facebook
date: Fri Oct 19 18:54:32 2007

There is a facebook group called Islands of myth rocks!   please join all!

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

poster: Cheese
subject: >Facebook
date: Fri Oct 19 19:10:23 2007

On Sat Oct 20 03:54:32 2007 Stomper wrote post #321:
> There is a facebook group called Islands of myth rocks!   please join all!
speaking of which, anyone else getting sick of these myspace clones?

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

poster: Avenger
subject: reinchelper updated
date: Sun Oct 28 02:20:38 2007

I have changed levels of many abilities, i hope they are ok now.
Old inquisitor guildtree was put back too. If you want to use it,
select harmer instead of inquisitor.

-A-

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

poster: Monkey
subject: bbl
date: Sun Oct 28 17:18:07 2007

going to be gone for a week or so
see ya when i see ya

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

poster: Zifnab
subject: prayers for mankind since 11/2/2006 23:50:59
date: Mon Nov  5 12:38:57 2007


  8153 Aphrael
   1202 Maduo
   1185 Blackjack
   1042 Lucifer
    996 Temuthril
    970 Dojjan
    966 Garraty
    918 Highpriest
    871 Dasefar
    839 Flick
    712 Waz
    686 Gyntry
    613 Celine
    600 Esoteric
    535 Asherom
    510 Denim
    449 Ca
    428 Kaynn
    428 Bremen
    427 Nailman
    423 Nax
    367 Altena
    345 Tektor
    344 Blanchefleur
    326 Telum
    250 Moose
    242 Evalic
    241 Tomten
    238 Darkfox
    232 Korthrun
    224 Claw
    216 Falcore
    214 Mikkiz
    209 Nezmaniac
    196 Lyrion
    185 Cort
    175 Daran
    159 Alynia
    154 Time
    138 Shy
    130 Drake
    112 Monkey
    101 Rancor
     91 Wumpus
     91 Sanvaldor
     74 Snoop
     70 Camel
     59 Maxy
     58 Erotica
     53 Sweeterevil
     49 Eomer
     42 Zeemagx
     41 Dorion
     39 Tistoo
     37 Andros
     28 Dox
     27 Alimony
     26 Prophet
     26 Hadez
     22 Gabriel
     20 Druid
     19 Zlame
     19 Malice
     19 Dizkantir
     17 Fjunix
     16 Tamaritha
     13 Marconus
     13 Hoel
     12 Palmascay
      9 Trigon
      7 Jant
      5 Sakke
      3 Zarp
      3 Wolverine
      3 Rann
      3 Gen
      2 Tamuli
      2 Mitsurugi
      2 Mi
      2 Griffy
      2 Belgarion
      1 Sebbe
      1 Holyman
      1 Artea


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

poster: Taliph
subject: >prayers for mankind since 11/2/2006 23:50:59
date: Mon Nov  5 22:02:50 2007

Notice how my name is not in this list anywhere.


:: Taliph, the non-healer ::

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

poster: Maduo
subject: >>prayers for mankind since 11/2/2006 23:50:59
date: Mon Nov  5 22:04:08 2007

On Tue Nov  6 06:02:50 2007 Taliph wrote post #326:
> Notice how my name is not in this list anywhere.
> 
> 
> :: Taliph, the non-healer ::
nods, maduo must've secretly haxxorsd the list, damn that suave
tricksy maduo and his phat ways!

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

poster: Monkey
subject: Hi
date: Tue Nov  6 15:27:44 2007

I'm back aaand I'm paying for my internets.
So nyah.

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

poster: Monkey
subject: 4k
date: Wed Nov  7 11:53:52 2007

Since it is down and is quite dead, perhaps we could give everyone a
body equal to their worth on 4k.
***
muggin

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

poster: Maduo
subject: >4k
date: Wed Nov  7 11:54:30 2007

On Wed Nov  7 19:53:52 2007 Monkey wrote post #329:
> Since it is down and is quite dead, perhaps we could give everyone a
> body equal to their worth on 4k.
> ***
> muggin
or we could just let it not exist anymore..

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

poster: Monkey
subject: >>4k
date: Wed Nov  7 11:55:02 2007

On Wed Nov  7 19:54:30 2007 Maduo wrote post #330:
> On Wed Nov  7 19:53:52 2007 Monkey wrote post #329:
> > Since it is down and is quite dead, perhaps we could give everyone a
> > body equal to their worth on 4k.
> > ***
> > muggin
> or we could just let it not exist anymore..

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

poster: Zifnab
subject: >4k
date: Wed Nov  7 12:42:11 2007

On Wed Nov  7 19:53:52 2007 Monkey wrote post #329:
> Since it is down and is quite dead, perhaps we could give everyone a
> body equal to their worth on 4k.
> ***
> muggin

Just so there is no confusion with this and we can head most of this
off before it starts.

| Message | Newsgroup: inform                                 |Islands |_
| ID:  65 | Subject:   experimental port 4000                 |of Myth | |
|         | Poster:    Khosan                                 |MudNews | |
|_________|___________________________________________________|________| |
| Time: Fri Jun  8 00:49:10 2007                                       | |
|______________________________________________________________________| |
   |_____________________________________________________________________|
I created a new experimental copy of the mud on port 4000.

Everyone have been reset back to level 1 on this port.

I consider the experiment over since no one was playing and very 
few were even logged in.

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

poster: Waxman
subject: Ideas for eq
date: Sun Nov 18 22:22:38 2007

I am looking for some player input into ideas for some eq.



Please follow the following rules.



a) name of piece

b) slot of piece

c) general stats/skills/spells/resistances/etc... of piece (will be modified to fit the rules)

d) any specials (please give a decent idea of what you are after)

e) if it is race/guild/align specific eq

f) what level you with the eq to be aimed at: newbie/lowbie/midbie/highbie/topslot



I have several eq mobs that should be ingame by the end of the year & I could put your ideas on them or in the pool system. I will also give some credit in the creator option to you.



NB: all eq pieces will be modified to fit the eq rules, no exceptions.



Please send all ideas to Waxman via mudmail. 



Regards

Waxman

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

poster: Celine
subject: lost eq
date: Sun Nov 25 07:04:13 2007

im a newb. lost giant maul between 12-14:00 rltime today (nov 25).
if you found it and would like to give/sell(cringe) it back to me id
appreciate it.

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

poster: Square
subject: Retired
date: Fri Nov 30 17:56:01 2007

tri is gone, if i change my mind i might be back but i am sick of
people fighting on here and the attitude of half the players

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

poster: Alynia
subject: IOM on Java
date: Sat Dec  1 17:10:39 2007

Hello all, I don't know if I should be posting my msg here, but it appears the link for java iom is dead =(

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

poster: Korthrun
subject: server
date: Mon Dec  3 21:48:22 2007

I turned the firewall back on, lemme know if you have issues with
your connection.
Specificly frequent disconnects or full inability to connect. The
rest is your ISP's problem :p


Also I can't take donations anymore.

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

poster: Trigon
subject: Blog Action
date: Sun Dec  9 00:49:53 2007

So my wife decided she wanted to make a blog to keep family up to
date on stuff.
So you should all go to http://brianandmeganmc.blogspot.com/ and
check it out, she made the first post and put up pictures of the
ultrasound we just went to a few days ago.
The first picture is pretty darn awesome, as we apparently caught
the baby practicing gymnastics and doing a backflip.
So, enjoy if you want!

Trigon


P.S. don't oogle at my hot wife!

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

poster: Wraith
subject: shorty
date: Sun Dec  9 16:06:28 2007





ec
order all report
someone changed shorty and neglected to do an inform, he hits about
5X harder now.

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

poster: Wraith
subject: shorty part 2
date: Sun Dec  9 16:08:16 2007

ok ok, he hits a LOT harder not 5X

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

poster: Celine
subject: lost eqs
date: Fri Dec 14 00:45:28 2007

had two familiars die right before heading to work.. forgot to
retrieve their eq. i was in madesco. pls berate me for being a
newb.. and if possible return my eqs if they have been found. thx
ahead of time :P

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

poster: Artea
subject: Tying the knot
date: Fri Dec 14 16:45:06 2007

Dear mud friends,

  As many of you know, I will be leaving tomorrow for Vegas to marry
my fianée, Sara. I will be back very late on the 17th and leave the 
morning of the 19th for 9 days and 8 nights in Cozumel.  So I am going 
to be gone for a while. Somebody keep the gravy train rollin!

  The pictures and video from our ceremony will all be posted online
by the service that is providing our wedding package.  I will try to 
post the url before we take off for Mexico.  I'll miss you guys!

Peace, love, and exp

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

poster: Lucifer
subject: new 2 tp pool item id 
date: Sun Dec 16 07:41:38 2007


Your eyes flash at Iblis, blade of the fallen Seraph.
                Name : Iblis, blade of the fallen Seraph
                 Special : Legend says this blade holds incredible
power.      
    
                    Type : slash               
            Weapon class : About 50            
               Enchanted : No                  
                   Value : 11112               
                Poisoned : No                  
             Emits Light : No                  
          Magical Damage : None                
               Chestable : Yes                 
                  Unique : No                  
            Stat Bonuses :                     
                       str : 3
           Skill Bonuses :                     
          enhance striking : 3
                    strike : 4
    Done.

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

poster: Artea
subject: My wedding video
date: Tue Dec 18 19:50:29 2007

Here is my wedding video.  My best man, Zephyrus, is the first dude
you'll see.  I'm the groom of course ;)  Enjoy
http://memoryvid.bannerview.com/weddings/view/?videoid=797

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

poster: Artea
subject: >My wedding video
date: Tue Dec 18 19:52:44 2007

On Tue Dec 18 19:50:29 2007 Artea wrote post #344:
> Here is my wedding video.  My best man, Zephyrus, is the first dude
> you'll see.  I'm the groom of course ;)  Enjoy
> http://memoryvid.bannerview.com/weddings/view/?videoid=797
It would only work with IE7 for me, btw.  Mozilla firefox didn't
seem to like it.

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

poster: Highpriest
subject: Tesselavala
date: Tue Dec 25 20:16:14 2007

hmm, I often carelessly choose the "report the monster as
non-existant option", and Im not sure if it has any side effects
doing this... I'm thinking if that option can be shifted to another
number, as the current number 3 is the same number with the time
limit option in one of the sub-menu...

-HP

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

poster: Open
subject: >Tesselavala
date: Wed Dec 26 18:48:03 2007

i suggest a different tactic which i've had much luck with. it's
called 'reading before you type'. try it a few times, it has a good
track record.

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

poster: Erotica
subject: New scam alert
date: Thu Dec 27 21:29:23 2007

People claiming to be employers will run through the resume websites
and contact people, offering enticing jobs and asking for completed
application forms. They then sell the details to identity thieves.
So - one application with innocent questions gets y0ur ID stolen.
Don't apply to places that give a phone number, website address or a
PO Box as the only means of contact. Unless they have a visitable
and verifiable address, don't apply. There is a variation on this
scam with the scammers advertising fake jobs on well-known jobs
websites.

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

poster: Tigeress
subject: stupid isp lost eq
date: Fri Dec 28 10:15:45 2007

my isp dropped me last night and I couldn't reconnect.  Tried for
like an hour and finally gave up.  When I finally got back on I'm in
hell and can't find anybody to rev me.  So can't check for certain
yet but I'm guessing at least some of my fams died too.  So if
anybody found a bunch of eqs in BV elves..I think I was up that
southern tree...I'd really appreciate having it returned.  Thanks
much 
tig

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

poster: Smee
subject: life science question
date: Tue Jan  8 12:09:08 2008

dunno if anybody works in biology or other lab setting but if
somebody knew where to buy cheap enzymes i would really like to know
about it

love smee

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

poster: Axis
subject: channel
date: Thu Jan 17 15:34:31 2008

im sure all you non smokers out there get tired of us talkin about
buds so i make a channel
on halfbaked
enjoy

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

poster: Trigon
subject: Shorty
date: Wed Jan 30 20:20:38 2008

I posted about this the last time gold loss ran, and I'm gonna post it again.
Last time I died in one round to shorty.
This time I would have died, had it not been for grap and bard
prots.  Even with both of those and full parry with a shield, he
still dropped me 2k hps in one round.
Again I ask, what's the purpose of this big uptune?  Do we need
party fit for Tia to kill shorty?
I still liked him how he was originally, and even when he hit back
it wasn't bad, but this is just silly.

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

poster: Vor
subject: >Shorty
date: Thu Jan 31 19:44:17 2008

i suppose that eventually there may be some small changes to shorty,
but i honestly like the recent changes and i seriously doubt that
anyone is just going to throw out the new code. you can feel free to
keep bitching about how hard it is to kill him, but i just have to
wonder why you can't simply deposit your gold in the bank and not
attack him if you're worried about him kicking your ass.

like i said, keep complaining all you like. i just don't think
you're going to see a change that will make you much happier any
time soon.

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

poster: Garraty
subject: shorty
date: Sun Feb  3 12:18:35 2008

I thought shorty was for EVERYONE to have a shot at getting the
final blow. I dont see how fair it is for him being as powerful as
he is for most players.  If you want us all to idle during events, I
guess this is a good one now.
Thought i'd put my two cents worth in.
garr

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

poster: Khosan
subject: >shorty
date: Sun Feb  3 12:22:32 2008

On Sun Feb  3 12:18:35 2008 Garraty wrote post #354:
> I thought shorty was for EVERYONE to have a shot at getting the
> final blow. I dont see how fair it is for him being as powerful as
> he is for most players.  If you want us all to idle during events, I
> guess this is a good one now.
> Thought i'd put my two cents worth in.
> garr

which is why he does not hit as hard on newbies as he hits on you.

We might tune shorty if everyone thinks he is too hard. But the point
was to put just some element of risk into it. It would be sad to
tune him way back to where he can't scare a cat.

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

poster: Garraty
subject: shorty again
date: Sun Feb  3 12:24:58 2008

can i requesta payout for 1400.00 via moneygram to be sent to joe
rossano please. thanks
The new way shorty is made, WILL make MOST people logged drop gold
at bank and idle, is the ONLY reason why i even posted.
So, if this is the way you want it, by all means :)

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

poster: Vor
subject: >shorty again
date: Sun Feb  3 17:56:43 2008

so, lemme get this right. you can't exp because you might lose the
10k gold you might get in the time it takes for the event to end.
the only thing you're capable of doing is idling at the bank.

seems to me that you just like to make yourself sound miserable when
a change occurs that you don't like.

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

poster: Esoteric
subject: >>shorty again
date: Sun Feb  3 18:02:35 2008

On Sun Feb  3 17:56:43 2008 Vor wrote post #357:
> so, lemme get this right. you can't exp because you might lose the
> 10k gold you might get in the time it takes for the event to end.
> the only thing you're capable of doing is idling at the bank.
> 
> seems to me that you just like to make yourself sound miserable when
> a change occurs that you don't like.
Shorty puts the hurt on me as well. If he's gonna be as hard as he
is, then lower his resitances. The thing that made shorty fair was
his amazing threshold to take damage. With him hitting this hard,
simply make him easier to kill, keep the hits, see how it works?

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

poster: Vor
subject: >>>shorty again
date: Sun Feb  3 18:06:05 2008

i don't see why he should be any easier to kill than he is already.
he might fight dirty, but he's very forgiving.

there are disadvantages to him now... that's the real difference.
before the change, he didn't have any. all you had to do was stand
in cs where another 5 people were all pinging shorty and one of you
would get lucky. there was no challenge, it was 100% luck. with the
fact that you could easily deposit your gold on most islands...
well, what was there to the event other than getting lucky when some
idiot idled with a fair amount of gold on hand?

now you actually have to work to do it. it's not just luck.

that seems 'fair' to me.

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

poster: Rancor
subject: >>>>shorty again
date: Sun Feb  3 18:29:00 2008

On Sun Feb  3 18:06:05 2008 Vor wrote post #359:
> i don't see why he should be any easier to kill than he is already.
> he might fight dirty, but he's very forgiving.
> 
> there are disadvantages to him now... that's the real difference.
> before the change, he didn't have any. all you had to do was stand
> in cs where another 5 people were all pinging shorty and one of you
> would get lucky. there was no challenge, it was 100% luck. with the
> fact that you could easily deposit your gold on most islands...
> well, what was there to the event other than getting lucky when some
> idiot idled with a fair amount of gold on hand?
> 
> now you actually have to work to do it. it's not just luck.
> 
> that seems 'fair' to me.


well why dont we put a 1m  agro mob in cs by the exp lotto ticket
machine.   Lord knows I want to work to get lucky and get some exp. 
Can we please Vor?   I dont see how exp lotto is any different than
shorty.   ya do a little work like going to cs or in shorty's case
hitting him and if your lucky like you just said you get some gold, 
or exp from the lotto.  Vor you need to change the lotto now cause
that is too much luck and not enough work.

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

poster: Vor
subject: >>>>>shorty again
date: Sun Feb  3 18:32:36 2008

for the record, i'm only responding to this because there may be
some people who are easily confused into thinking your idea is meant
to be useful rather than just trying to make me seem dumb.

with exp lotto, 1) it is ENTIRELY voluntary. if you're idling in adv
with 10m exp on hand, you have no chance to lose that exp. you only
lose exp if if you elect to play the lotto. in that way, it is
already different.
2) your investement in the lotto, which is voluntary, gets you more
than you put in because other people voluntarily raise the pot. you
do not have a chance to get exp from some person silly enough to
idle somewhere else.
3) you need to earn the exp to get anywhere in the lotto. if you
haven't earned 100k exp, you can't expect to win. with shorty the
way he was, you could expect to get over 500k exp without so much as
having 5k gold to your name.

hence, you're comparing apples to oranges.

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

poster: Vor
subject: >>>>>>shorty again
date: Sun Feb  3 18:33:33 2008

over 500k gold. not exp.

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

poster: Highpriest
subject: >>>>>>>shorty again
date: Sun Feb  3 18:35:16 2008

IMO lottery is luck based, while shorty is meant for reward for
work... it's like buying a lottery to be a millionaire, or work hard
to get your first million dollar

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

poster: Rancor
subject: >>>>>>>shorty again
date: Sun Feb  3 18:42:37 2008

On Sun Feb  3 18:33:33 2008 Vor wrote post #362:
> over 500k gold. not exp.

Why change something that was not really broken and was loved by the
players.   People have been asking that the entire time in one way
or another. Why fix it? There was nothing truely wrong to begin
with.   The answer seems to be because I(vor) wanted to make you
work harder.  I dont think that is a good reason to change something
like this.   Now I am done with this until another change that is
unneeded comes up.

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

poster: Vor
subject: >>>>>>>>shorty again
date: Sun Feb  3 18:48:01 2008

laf, this made me chuckle. see, i've been defending the change, but
i have not once in my life touched shorty's code. the change was
made by khosan.

also, i'd like to point out that zifnab coded taht event. he alone
knows what it was for, and you know what? he has not said a damned
thing i've seen that says he doesn't like the change. haven't even
seen him question it.

sad to say this, but zifnab, in my opinion, is the only one who has
the right to say 'this change does not fit with what i wanted.' any
squabbling between wizards and wizards, or players and players, or
wizards and players is rather futile. i could easilly change it
back, as could daneel or marvin or ixtlilton. we don't see a problem
with it. if zifnab really had a problem, he could ask the event to
be removed or change it himself if he didn't like the change. that's
his perogative. any comments you have, no matter how valid, are only
suggestions.

your suggestions have been heard over and over. they all sound
similar, and as i told you guys, don't expect it to change things.
you are welcome to suggest. i can suggest all i like too. i could
change it... but i won't because i don't see a problem, and since
none of you even have a clue what the code looks like, or what the
code might actually profess that the point of the event is, you guys
only have one perspective on this.

your suggestions are not being ignored. our explanations are. i see
no point to try to argue this anymore.

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

poster: Vor
subject: >>>>>>>>>shorty again
date: Sun Feb  3 18:52:25 2008

i should explain the first 2 sentences there. your comments can
change lots of things, and i'm not saying they won't. what i was
trying to say and worded badly is that the comments you've had about
this particular event just keep getting repeated. if someone said
something completely new, or even a lot newer than what has already
been said, there might be a change. the comments you guys have made
have not made me feel like this needs a change. certainly there are
plenty of other things that you guys change all the time, and you
could very well change this, but not the way you're going at it.
that was what i meant.

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

poster: Daneel
subject: >>>>>>>>>shorty again
date: Sun Feb  3 19:04:00 2008

Vor said:

> your suggestions have been heard over and over. they all sound

> similar, and as i told you guys, don't expect it to change things.



I'd like to nip something in the bud here, since (though I know he 

didn't mean it), I read this as "Don't bother saying anything, 

we're not going to change it just because you whine."



Now, first off, this is taking the quote above grossly out of 

context, as Vor's second sentence says... but I know we all don't 

always get to the second sentence :-)  Vor was specifically talking

about this one event, and about his opinions about this one event.



That being said, I was begining to have second thoughts about the 

change, and to think about changing it... until Khosan today 

mentioned a portion of his intent that doesn't get talked about much.



That is that short hits comparatively harder based on how big you 

are.



That, too me, makes a big difference.  That at least opens up the 

significant possiblity that the people complaining are just overly level-inflated, and it is their own fault.



Of course, it still may be simply out of tune.



Ok, now I'm just rambling... Back to your regularly scheduled rants.



           -Daneel


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

poster: Trigon
subject: >>>>>>>>>>shorty again
date: Sun Feb  3 20:28:26 2008

I've talked to Vor about this a little, and I think I understand his
views on change, etc.
Maybe this qualifies as falling under "something new"
Here's my thought:
I'm not against having a hard shorty (although I think he is out of
tune, cause I'm not level inflated :) and he pwned me.  But my think
is, why not leave what is already there, and make another new event?
 Like shorty's cousin comes along to steal your gold and he's pissed
about shorty getting beat up all the time.  Wouldn't that appease
everyone?  Shorty doesn't kill me in one round, and there is a new
event that people can try to figure out, or idle through if they
want.
Maybe that violates a rule about things that are new can't play off
of things that already exist, but perhaps that could be a solution. 
I dunno, judge for yourself on if that falls under "new" idea or not
for this heavily heated shorty dilemma.
p.s. I'm also working on some animal trainer ideas!

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

poster: Maduo
subject: >>>>shorty again
date: Sun Feb  3 22:10:34 2008

On Sun Feb  3 18:06:05 2008 Vor wrote post #359:
> i don't see why he should be any easier to kill than he is already.
> he might fight dirty, but he's very forgiving.
> 
> there are disadvantages to him now... that's the real difference.
> before the change, he didn't have any. all you had to do was stand
> in cs where another 5 people were all pinging shorty and one of you
> would get lucky. there was no challenge, it was 100% luck. with the
> fact that you could easily deposit your gold on most islands...
> well, what was there to the event other than getting lucky when some
> idiot idled with a fair amount of gold on hand?
> 
> now you actually have to work to do it. it's not just luck.
> 
> that seems 'fair' to me.
the mud disagrees.

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

poster: Ca
subject: >>>>>shorty again
date: Mon Feb  4 00:37:53 2008

If Shorty survives to the end of the round, doesn't he give the
money he's collected to a newbie?
If so, it might be sort of nice to see that happen occasionally
(although probably not every time either)...

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

poster: Taliph
subject: Shorty
date: Mon Feb  4 00:38:39 2008

On Sun Feb  3 18:06:05 2008 Vor wrote post #359:
> in cs where another 5 people were all pinging shorty and one of you
> would get lucky. there was no challenge, it was 100% luck.


Eh, still is luck ... except now it's luck distributed amongst the
significantly smaller number of players who can withstand his
assault.

Speaking as someone who stands to gain from this change, as I "can"
take his hits, I don't think the current status is fair for the
majority of the player-base.

At level 115, I don't think I'm "inflated" ... well-trained and not
significantly beyond the point of maxed omicron status ... Shorty
pounds me like a 1m eq mob.

I believe some adjustment would be most beneficial.

:: Taliph ::

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

poster: Wildchild
subject: >Shorty
date: Mon Feb  4 06:42:50 2008

What Taliph said.

I am by no means level inflated, and as a mist mage, I can withstand
plain ol' physical damage better than most. And yet, Shorty was
easily tearing me apart as well... so who's meant to be able to take
Shorty now?

-WildChild

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

poster: Chrono
subject: >>Shorty
date: Mon Feb  4 08:36:36 2008

Perhaps all the shiny gold in your pockets should distract good ol'
Shorty from the fact that you are pounding him in the face with your
hammers of crushing?

In other words, make Shorty a little less powerful for how much gold
you are carrying. It brings his power down some and still has the
'fair, give and take' feel, as he pickpockets more from you, but you
have an easier time to defeat him.
Of course, that means you'd have to do more tuning, and keep a close
watch on how gold affects his power.. but to me it seems like a neat
theme idea in the very least.

mudsux

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

poster: Esoteric
subject: >>>Shorty
date: Mon Feb  4 15:35:12 2008

On Mon Feb  4 08:36:36 2008 Chrono wrote post #373:
> 
> In other words, make Shorty a little less powerful for how much gold
> you are carrying. It brings his power down some and still has the
> 'fair, give and take' feel, as he pickpockets more from you, but you
> have an easier time to defeat him.
> Of course, that means you'd have to do more tuning, and keep a close
> watch on how gold affects his power.. but to me it seems like a neat
> theme idea in the very least.
> 
> mudsux
Would be cool to judge in how much gold he has on him to how many
rounds of combat he can stay in, since hes heavier, slower..

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

poster: Wraith
subject: shorty again
date: Wed Feb  6 14:49:59 2008

just adding in my opinion that as he is now is not fun.
if the purpose of this game is to not be fun, all well and good.
all the change ideas listed for shorty, all seem like they'd make it
much more amusing and less of a hassle.
I do like the put shorty back to how he was and create a new event
ideas though.
my 2 cents.

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

poster: Artea
subject: Events
date: Sat Feb  9 20:22:59 2008

If your gonna coal2 about events making you idle, at least coal2
about some of the truly punishing ones.
Just my 2 cents.

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

poster: Stomper
subject: Retired
date: Sun Feb 17 08:33:52 2008

It seems IoM has lost another player to the horrible clutches of RL. I've been spending a lot of time away from the computer with my new gf and doing stuff for school next year. So I will still check in from time to time to throw a haim at you and even a rev if you ask. But as far as exp is concerned please don't ask.



                                                          Stomper

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

poster: Trigon
subject: PS2
date: Wed Feb 20 15:38:03 2008

Hi, I have a friend's ps2 for a while.  I need you to feed me games
that rock for it, so I don't waste time and monies on crapz0r.
Feed me!

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

poster: Monkey
subject: >monkai
date: Wed Feb 20 21:55:18 2008

Post removed by request of author.

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

poster: Axis
subject: >>monkai
date: Wed Feb 20 21:55:56 2008

On Wed Feb 20 21:55:18 2008 Monkey wrote post #380:
> Post removed by request of author.
no its not silly. im the author

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

poster: Fox
subject: Movin on!
date: Wed Feb 27 06:50:52 2008

I bid you all a very fond fare well! 
It's time for me to do some other things right now, I'm tired of
sitting around doing nothing all the time... getting injured in
combat just set me back but, now... I think I can move on with my
life. Take care of yourselves and just watch your back... never know
when someone close to you will stab you in the back. Just thoughtful
and helpful words to the wise.
Thank you all who have been there for me over the years. 
Foxxers out!

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

poster: Chrono
subject: Also movin on!
date: Wed Feb 27 14:42:12 2008

Just letting everyone know I played yesterday (see Axis' plan for
proof). However, real life idling is far more important than killing
things here. So this is farewell guys. Take care of yourselves and
watch out for Lurkers. Never know when some Lurker might stab you in
the back .. (or pick your pockets). Just thoughtful and helpful
words to the wise.
Thank you all for reading my post, HAAAAAAAR!

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

poster: Axis
subject: mistahree
date: Thu Feb 28 02:40:42 2008

im starting mystery items again. cheap as shit eqs. the way to get a
channel ivite is to sell an item on sales. it has to be cheaper than
the going price. players get one question about the item sent in the
form of a tell so other players cant see. if the item is sold cheap
and the buyer doesnt like it then tough shit. if it start out low
and a bidding war starts and someone bids more than what the item is
worth then tough shit
if u dont set a time limit on the bid or dont remove it publicly on
the channel its still fair game. even if its a week later
if you rip someone off ill ban u from my chan. dont make me spank you.
rule number 1 is you do not talk about mistahree
rule 2 is if u want in. you have to sell
whee

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

poster: Monkey
subject: WoW
date: Sun Mar  2 08:32:30 2008

sucks.
You heard me!

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

poster: Mugen
subject: >WoW
date: Sun Mar  2 20:27:37 2008

On Sun Mar  2 08:32:30 2008 Monkey wrote post #385:
> sucks.
> You heard me!
I think you misspelled mud in your subject.
whore
..

^c

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

poster: Monkey
subject: >>WoW
date: Sun Mar  2 21:33:45 2008

On Sun Mar  2 20:27:37 2008 Mugen wrote post #386:
> On Sun Mar  2 08:32:30 2008 Monkey wrote post #385:
> > sucks.
> > You heard me!
> I think you misspelled mud in your subject.
> whore
> ..
> 
> ^c
No. I meant World of Warcraft. The lameass MMORPG. That you pay like
300 bucks a year to play.
newb

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

poster: Bluemoon
subject: >>>WoW
date: Wed Mar  5 05:16:19 2008

On Sun Mar  2 21:33:45 2008 Monkey wrote post #387 in general:

> On Sun Mar  2 20:27:37 2008 Mugen wrote post #386:

> > On Sun Mar  2 08:32:30 2008 Monkey wrote post #385:

> > > sucks.

> > > You heard me!

> > I think you misspelled mud in your subject.

> > whore

> > ..

> > 

> > ^c

> No. I meant World of Warcraft. The lameass MMORPG. That you pay like

> 300 bucks a year to play.

> newb

Wow, you pay 300 a year to play?  You're getting ripped off. :)

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

poster: Axis
subject: safe
date: Mon Mar 17 11:48:39 2008

put a safe in cs with a cool item in it. it would be worth your time
to try and open it. first person to do so gets the item

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

poster: Monkey
subject: Retirement
date: Wed Mar 19 19:37:06 2008

I will be doing an equipment giveaway 2 weeks from the current mud
date. Anybody who wants anything should show up that day and be
ready all day because I will be GIVING OUT EQUIPMENT!! Also golds.
And tickets. And random crap.
That is all
See you in two weeks

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

poster: Drelnza
subject: Axis
date: Fri Mar 21 22:37:03 2008

Axis was nuked.

Duke barely advanced.

Please send me $1 and request your friends do the same (and also
that they request their friends, etc.).

Thank you.


:: Drelnza ::

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

poster: Tektor
subject: Lost Eq!
date: Sun Mar 23 12:38:58 2008

Well I'm not sure if hes hoarding it or he really did lose it when
he was necro but if anyone came across the following pieces of eq
lieing around lemme know!

(I'm trying to see if i have any of my poor fig set left lol)

You give Ring with a red glowing skull to Flick.
You give Fibrous Wooden Glove to Flick.
You give Dark cloak to Flick.
You give Enchanted mithril plate greaves to Flick.
You give Dragonscale boots to Flick.
You give Amulet of destruction to Flick.
You give Ogre helmet to Flick.
You give Steel bracers to Flick.
You give Bulzarath to Flick.
You give Twisted Wood Ring to Flick.
You give Mithril Breastplate of Tiamat to Flick.
You give Darkgreen paw to Flick.
You give Velvet Collar to Flick.

Wyrnbane

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

poster: Axis
subject: clan
date: Wed Apr  9 13:22:59 2008

lookin for some members so i can start some clan eq
clan members get preference in eq and also have some clan eq i can lend out
mail me
thx bai

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

poster: Korthrun
subject: Website
date: Thu Apr 10 10:50:59 2008

The website will be up and down today which I play with new toys.
Diaf.

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

poster: Pyromaniac
subject: stuff
date: Wed Apr 23 16:31:58 2008

would the player belonging to pets jonny, baby, larry, scotty, and
sam please send me a tell when im on.  
 
 
ty 
pyro

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

poster: Highpriest
subject: Public Statement : Driders and Deaths
date: Sat Apr 26 17:59:29 2008

In the recent lloth's children event, there are some deaths of the
innocents because of a careless mistake i made.

The driders are very likely to be from my castle, wandered to cs and
adv with the castle exit.

Though I did not lure them to cs or adv intentionally, this is still
a mistake that I made.

I will compensate all the deads with gold proportional to their
level of the body they died in.

Once again, sorry for the deaths, -HP

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

poster: Axis
subject: prAnkt
date: Wed Apr 30 12:50:29 2008

im not rythion fagz

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

poster: Mugen
subject: >prAnkt
date: Wed Apr 30 15:00:04 2008

On Wed Apr 30 12:50:29 2008 Axis wrote post #398:
> im not rythion fagz
we knew that
You are xain.

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

poster: Pyromaniac
subject: harmer
date: Thu May  1 08:12:30 2008

dear daneel, 

please release the rest of harmer.  I would gladly make you some
pancakes or some bbq shrimp, maybe even eggs benedict if you did
this.  I wont make bacon though, you dont get bacon, its meh bacon. 
SUFFER!
 
 
 
pyro the food briber.
 
 
p.s. remember, no bacon.

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

poster: Axis
subject: bai
date: Fri May  2 17:59:29 2008

i quit for a year or so. dont worry, ill be back to harass all u noobs

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

poster: Dfalt
subject: >bai
date: Fri May  2 17:59:42 2008

On Fri May  2 17:59:29 2008 Axis wrote post #401:
> i quit for a year or so. dont worry, ill be back to harass all u noobs
No

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

poster: Axis
subject: >>bai
date: Fri May  2 17:59:51 2008

On Fri May  2 17:59:42 2008 Dfalt wrote post #402:
> On Fri May  2 17:59:29 2008 Axis wrote post #401:
> > i quit for a year or so. dont worry, ill be back to harass all u noobs
> No
yes

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

poster: Dfalt
subject: >>>bai
date: Fri May  2 18:00:01 2008

On Fri May  2 17:59:51 2008 Axis wrote post #403:
> On Fri May  2 17:59:42 2008 Dfalt wrote post #402:
> > On Fri May  2 17:59:29 2008 Axis wrote post #401:
> > > i quit for a year or so. dont worry, ill be back to harass all u noobs
> > No
> yes
No

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

poster: Axis
subject: >>>>bai
date: Fri May  2 18:00:43 2008

On Fri May  2 18:00:01 2008 Dfalt wrote post #404:
> On Fri May  2 17:59:51 2008 Axis wrote post #403:
> > On Fri May  2 17:59:42 2008 Dfalt wrote post #402:
> > > On Fri May  2 17:59:29 2008 Axis wrote post #401:
> > > > i quit for a year or so. dont worry, ill be back to harass all u noobs
> > > No
> > yes
> No
u know u can get a therapist for separation anxiety

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

poster: Axis
subject: pwn
date: Fri May  2 21:45:15 2008

seeya at oktoberfest

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

poster: Smee
subject: >pwn
date: Fri May  2 21:54:56 2008

On Fri May  2 21:45:15 2008 Axis wrote post #406:
> seeya at oktoberfest
no, at the bakery

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

poster: Smee
subject: >>>>>bai
date: Fri May  2 21:55:14 2008

On Fri May  2 18:00:43 2008 Axis wrote post #405:
> On Fri May  2 18:00:01 2008 Dfalt wrote post #404:
> > On Fri May  2 17:59:51 2008 Axis wrote post #403:
> > > On Fri May  2 17:59:42 2008 Dfalt wrote post #402:
> > > > On Fri May  2 17:59:29 2008 Axis wrote post #401:
> > > > > i quit for a year or so. dont worry, ill be back to harass all u
noobs
> > > > No
> > > yes
> > No
> u know u can get a therapist for separation anxiety
no

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

poster: Mugen
subject: >>>>>>bai
date: Sun May  4 18:37:34 2008

On Fri May  2 21:55:14 2008 Smee wrote post #408:
> On Fri May  2 18:00:43 2008 Axis wrote post #405:
> > On Fri May  2 18:00:01 2008 Dfalt wrote post #404:
> > > On Fri May  2 17:59:51 2008 Axis wrote post #403:
> > > > On Fri May  2 17:59:42 2008 Dfalt wrote post #402:
> > > > > On Fri May  2 17:59:29 2008 Axis wrote post #401:
> > > > > > i quit for a year or so. dont worry, ill be back to harass all u
> noobs
> > > > > No
> > > > yes
> > > No
> > u know u can get a therapist for separation anxiety
> no
yes

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

poster: Pyromaniac
subject: ligea
date: Tue May  6 15:57:04 2008

one of yall has her number.  make her log!!!

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

poster: Dfalt
subject: >ligea
date: Tue May  6 15:57:37 2008

On Tue May  6 15:57:04 2008 Pyromaniac wrote post #410:
> one of yall has her number.  make her log!!!
No

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

poster: Trigon
subject: OMGWTFBBQ
date: Wed May  7 09:39:08 2008

Claire Elizabeth McEwan
6 pounds 12 ounces, 20.5 inchhes long
zomg I'm a dad

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

poster: Trigon
subject: >OMGWTFBBQ
date: Wed May  7 09:40:04 2008

On Wed May  7 09:39:08 2008 Trigon wrote post #412:
> Claire Elizabeth McEwan
> 6 pounds 12 ounces, 20.5 inchhes long
> zomg I'm a dad
Oh, I forgot to add, my wife did it au natural.  pwn!

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

poster: Esoteric
subject: >OMGWTFBBQ
date: Thu May  8 05:00:17 2008

On Wed May  7 09:39:08 2008 Trigon wrote post #412:
> Claire Elizabeth McEwan
> 6 pounds 12 ounces, 20.5 inchhes long
> zomg I'm a dad
God help us ;)

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

poster: Tatra
subject: clan peoples
date: Mon May 12 20:46:49 2008

Looking for some people to join up.
Trying the usual things EQ/Exp.
mail me and ill get back to you

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

poster: Smee
subject: quytl
date: Thu May 15 16:13:50 2008

if anybody remembers how to get chickenslayer out of quytl, please let me know
or if you get a chickenslayer out of quytl, please come show it to me sometime
so i can compare it with the old one
love smee

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

poster: Chemosh
subject: average player base over time?
date: Thu May 22 01:12:46 2008

If its not too much trouebl would it be possible to see the average
number of players online over a quarter by quarter split? where were
we winter 06, summer 07, winter 07, winter 08 for example
I know an admin posted something similar once
thanks
C

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

poster: Zifnab
subject: >average player base over time?
date: Thu May 22 03:48:32 2008

On Thu May 22 01:12:46 2008 Chemosh wrote post #417:
> If its not too much trouebl would it be possible to see the average
> number of players online over a quarter by quarter split? where were
> we winter 06, summer 07, winter 07, winter 08 for example
> I know an admin posted something similar once
> thanks
> C

aves    specifically aves year

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

poster: Axis
subject: im out for a bit
date: Tue Jun  3 23:06:03 2008

bai

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

poster: Belgarion
subject: Missing gear
date: Wed Jun 11 00:55:59 2008

Long ago, i lended half my wis set to someone.. following items
2x spider adorned rings, amulet of fear, death talisman, red gold
crown, whalus cloak, blue fuzzy mitten, pink slipper, witch
stocking, thin belt and some more i dont remember
If you happend to be that person who i lended them to, or know who
it might have been, feel free to contact me about it.
/Hugs Belg

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

poster: White
subject: >Missing gear
date: Wed Jun 11 00:56:51 2008

On Wed Jun 11 00:55:59 2008 Belgarion wrote post #420:
> Long ago, i lended half my wis set to someone.. following items
> 2x spider adorned rings, amulet of fear, death talisman, red gold
> crown, whalus cloak, blue fuzzy mitten, pink slipper, witch
> stocking, thin belt and some more i dont remember
> If you happend to be that person who i lended them to, or know who
> it might have been, feel free to contact me about it.
> /Hugs Belg

i hope you didn't lend it to draco :P

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

poster: Maduo
subject: >>Missing gear
date: Wed Jun 11 02:15:11 2008

On Wed Jun 11 00:56:51 2008 White wrote post #421:
> On Wed Jun 11 00:55:59 2008 Belgarion wrote post #420:
> > Long ago, i lended half my wis set to someone.. following items
> > 2x spider adorned rings, amulet of fear, death talisman, red gold
> > crown, whalus cloak, blue fuzzy mitten, pink slipper, witch
> > stocking, thin belt and some more i dont remember
> > If you happend to be that person who i lended them to, or know who
> > it might have been, feel free to contact me about it.
> > /Hugs Belg
> 
> i hope you didn't lend it to draco :P
or slash, eheh

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

poster: Trigon
subject: Eheh
date: Sat Jun 21 13:17:07 2008

This website entertains me. Here's a reason why
http://www.cracked.com/article_16338_8-classic-movie-
obots-that-actually-suck-at-their-job.html

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

poster: Korthrun
subject: mudding from work
date: Mon Jun 23 09:42:01 2008

hi!
I was recently reminded of a time when khosan set every unused port
to direct to the mud, so that people had a better chance of beating
fire walls.
I'm not quite ready to go that far, but I have setup port 8080 to
redirect to port 3000.
If that doesn't work for you just mudmail me a request for a
specific port and I will most likley open it for you

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

poster: Trigon
subject: Eq missing
date: Wed Jun 25 18:38:15 2008

Nope, not mine, but maybe yours!
If you had lent something to soulrend, a necro was holding it, who
in turn died and got it stuck.  I went in and got the eqps and have
it, so if you can name the piece I'll assume you are the owner and
give it back.
Or if Soulrend mails me and tells me who it belongs to, that'd work as well.
Cheerio...s......

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

poster: Nevyn
subject: exps
date: Thu Jun 26 06:31:10 2008

w abj, healer, 2 blasters in 1h25min


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

poster: Chemosh
subject: MUDcon at Oktoberfest 2008
date: Fri Jul  4 13:27:36 2008

Its that time of the year again OKTOBERFEST!

it goes from sept 20 to oct 5
its best on the weekends. I will be there onthe second weekend, that
is sept 28
come to the Hofbrau Tent. the table directly in front of the band
make sure you come before 10.30am (you wont get in after 11.30am
for websites check out oktoberfest.de
worldsbiggestpubcrawl.com
or you tube "oktoberfest" or "pig pen"
or my url

IF you are seriously wanting to come, send me a mail. Dojjan is
coming down from sweden - so contact him if you want to car pool
I can help with hotel bookings or caravan park stuff


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

poster: Nevyn
subject: Necros and xptuner
date: Sat Jul  5 09:12:48 2008

I think it sucks that necros tune all the "party" exp areas.

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

poster: Nevyn
subject: >Necros and xptuner
date: Sat Jul  5 09:55:44 2008

On Sat Jul  5 09:12:48 2008 Nevyn wrote post #428 in general:

> I think it sucks that necros tune all the "party" exp areas.



I put that in a bad way, I can't really post anything constructive without knowing how the tuner works though.



But well, assuming that the tuner treats all areas equally, killing trolls over and over would result in newbie valley getting improved exp rates, right?



As far as I know the tuner is in place to encourage people to exp in different areas, which is a good thing, but a party that's running eg Hell, swamp, psychos, Liz camp etc for exps wont really be suited for killing at paladins, pirates, wagro elves and such. I think if the tuner worked in a tier system it would be a good thing. Eg, kill lots of paladins and pirates become better (since they're close in combat strength) while newbie valley and swamp is not altered at all.

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

poster: Esoteric
subject: >>Necros and xptuner
date: Sun Jul  6 06:16:35 2008

On Sat Jul  5 09:55:44 2008 Nevyn wrote post #430:
> On Sat Jul  5 09:12:48 2008 Nevyn wrote post #428 in general:

> > I think it sucks that necros tune all the "party" exp areas.

> 

> I put that in a bad way, I can't really post anything constructive without
knowing how the tuner works though.

> 

> But well, assuming that the tuner treats all areas equally, killing trolls
over and over would result in newbie valley getting improved exp rates,
right?

> 

> As far as I know the tuner is in place to encourage people to exp in
different areas, which is a good thing, but a party that's running eg Hell,
swamp, psychos, Liz camp etc for exps wont really be suited for killing at
paladins, pirates, wagro elves and such. I think if the tuner worked in a
tier system it would be a good thing. Eg, kill lots of paladins and pirates
become better (since they're close in combat strength) while newbie valley
and swamp is not altered at all.
I concur

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

poster: Korthrun
subject: meh
date: Sun Jul  6 10:52:42 2008

It was recently pointed out to me that my arms were naked.
Looking at my logs, I was too fast for bifur around
Mud Local time: Sat Jun 28 17:50:59 2008 MST
    Local time: Sat Jun 28 17:50:59 2008 MST

If you found tia arms at bifur around that time, you should give
them back to me so that I can shower you in hugs and kisses

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

poster: White
subject: >>>Necros and xptuner
date: Sun Jul  6 10:55:45 2008

i'm 99% sure it doesn't work that way anyway :)

killing in pirates doesn't affect any area of other than pirates. if
you only kill one pirate in 1 room, it only affects the room that
pirate was made in.

it doesn't raise tunes in other areas. all it does is mean that you
aren't in that other area killing, so it gets some cooldown time. if
someone else is killing there, you may as well go kill there with
them.

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

poster: Stomper
subject: >>>>Necros and xptuner
date: Sun Jul  6 10:58:39 2008

Ok, do you realize you are complaining about like the 4 necros that play?

and the only big one at the moment being Chemosh

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

poster: Chemosh
subject: >>>>>Necros and xptuner
date: Sun Jul  6 11:02:24 2008

On Sun Jul  6 10:58:39 2008 Stomper wrote post #434:
> Ok, do you realize you are complaining about like the 4 necros that play?

> and the only big one at the moment being Chemosh
and i was on holidays the last 2 weeks. 

but i must agree that the mud lacks high end xp areas. there are
tons of areas for parties with lvl 50-70.. 150k-350k mobs. but as
the player worth has grown, the number of high end areas hasnt grown
as fast. 
but then again the reason for an exp tuner is to force people to
look into other not so easy areas
green rift and sombre is not tuned at all. twin island is also not
tuned. if you want to xp, you can. if you are not happy with the xp
you are getting form an eq party or apply as a builder

i am not happy with the tune in the areas normally do, but i have to
live with it also

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

poster: Fizkit
subject: Daevas unannounced break
date: Tue Jul  8 09:01:55 2008

As some of you might have noticed I've not been playing that much lately. Fear not I will return(hopefully). I arranged my password changed wich went very fine, though never recived a mail containing the new pass. So will keep being quite idle . If you want to reach me I can be found on this secondary(fizkit) or through lyrion if you are nice to him.



Hope to see ya soon.



// Daeva

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

poster: Monkey
subject: Attention Game Programmers
date: Tue Jul 15 17:52:53 2008

Get a life!
Haha but seriously, send me a mudmail about a little side project
I'm working on.
If you're interested and have some spare time, that is.

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

poster: Tigran
subject: Oh look at my wrist!  Gotta Go!
date: Thu Jul 17 13:37:41 2008

So, just a quick post to point all of you at something quite funny. 
 I laughed my ass off!

http://www.drhorrible.com

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

poster: Moose
subject: Clan
date: Fri Jul 18 12:54:03 2008

Looking for a clan to join.
talk to me.

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

poster: Alynia
subject: Found some newbie eq
date: Fri Jul 25 13:33:15 2008

If someone dropped some newbie eq at Eje let me know what you've
dropped and I'll return it back to you

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

poster: White
subject: vacation
date: Sat Aug  2 23:22:02 2008

tomorrow morning i am leaving. i will probably be gone for 2 weeks,
maybe slightly less.
do not expect me to tune anything til i get back, or fix anything
that may have been broken, or recode some obscure lurker skill that
has sucked long enough that you guys should be used to it.
also, don't expect me to miss you people :)

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

poster: White
subject: >vacation
date: Sat Aug  2 23:24:49 2008

should point out that it is highly unlikely that i will have ANY internet abilities where i will be, and anyone with ruth's number should know that she won't be with me. ta-ta, citizens.

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

poster: Daneel
subject: >vacation
date: Tue Aug  5 07:07:12 2008

On Sat Aug  2 23:22:02 2008 White wrote post #442:
> tomorrow morning i am leaving. i will probably be gone for 2 weeks,
> maybe slightly less.
> do not expect me to tune anything til i get back, or fix anything
> that may have been broken, or recode some obscure lurker skill that
> has sucked long enough that you guys should be used to it.
> also, don't expect me to miss you people :)

Same here, actually.

Well, except for the missing people part.


See y'all in a couple weeks.

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

poster: Chemosh
subject: Character Visualisation Competition
date: Fri Aug 15 04:24:44 2008


Here a little tool where you can design your character. 
www.ugo.com/channels/comics/heromachine2/heroMachine2.asp
I also had a look through the samples and found a nice example of a
necromancer abomination, wielding what looks like a femur of the
titans. 
www.ugo.com/channels/comics/heromachine2/samples/rock%20beast.jpg
I would like to start a little competition. Anyone interested can
make a character (please in theme to your current/normal reinc) and
mail daran (if that's ok with him). Then he can post them on the
player pages site. The clan EatPizza will judge the best characters
and give a prize of 1M gold. 

Good luck and have fun
C

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

poster: Zifnab
subject: >Character Visualisation Competition
date: Fri Aug 15 14:43:53 2008

On Fri Aug 15 04:24:44 2008 Chemosh wrote post #445:
> Here a little tool where you can design your character. 
> www.ugo.com/channels/comics/heromachine2/heroMachine2.asp
> I also had a look through the samples and found a nice example of a
> necromancer abomination, wielding what looks like a femur of the
> titans. 
> www.ugo.com/channels/comics/heromachine2/samples/rock%20beast.jpg
> I would like to start a little competition. Anyone interested can
> make a character (please in theme to your current/normal reinc) and
> mail daran (if that's ok with him). Then he can post them on the
> player pages site. The clan EatPizza will judge the best characters
> and give a prize of 1M gold. 
> 
> Good luck and have fun
> C

If you use MXP those pictures could be made available 
like the maps are to be seen in game as well

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

poster: Daran
subject: >Character Visualisation Competition
date: Mon Aug 18 19:27:48 2008

On Fri Aug 15 04:24:44 2008 Chemosh wrote post #445:
> Here a little tool where you can design your character. 
> www.ugo.com/channels/comics/heromachine2/heroMachine2.asp
> I also had a look through the samples and found a nice example of a
> necromancer abomination, wielding what looks like a femur of the
> titans. 
> www.ugo.com/channels/comics/heromachine2/samples/rock%20beast.jpg
> I would like to start a little competition. Anyone interested can
> make a character (please in theme to your current/normal reinc) and
> mail daran (if that's ok with him). Then he can post them on the
> player pages site. The clan EatPizza will judge the best characters
> and give a prize of 1M gold. 
> 
> Good luck and have fun
> C

I'll be adding a section to Faces for all the pictures from here, so
start making ur characters!

/DM


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

poster: Slayn
subject: shot in the dark
date: Tue Sep  9 09:07:01 2008

lost some wraith robes, feet and a spear of the masters last night.
might have sold it to a shop but if you happened to find it and are
nice and honest
id like it back please

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

poster: Highpriest
subject: peace
date: Fri Sep 12 05:14:15 2008

im gone for at least 2 weeks as im enlisting tomorrow, have fun and peace

-HP

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

poster: Flick
subject: necromancer
date: Sun Sep 14 13:55:50 2008

To all you necro's on today... i set my staff of runes down on the
ground in the temple
i was having troubles with the touch staff with gems..
well one of ya picked it up.. i would be appreciated if it was
returned to me please and thank you

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

poster: Waxman
subject: >necromancer
date: Sun Sep 14 15:49:12 2008

touch necromancer staff with <1st>  gem



Just specify what staff & you wont need to drop anything

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

poster: Waxman
subject: >>necromancer
date: Sun Sep 14 15:50:26 2008

Oh & if you were gone from the room for more than 2 mins & no one else passed through I believe room clean up may have dested it.

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

poster: Monkey
subject: Arkansas
date: Thu Sep 18 08:06:53 2008

I'm now leaving, and none of you that live here, NOT ONE OF YOU,
came to party with me!! For shame.

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

poster: Mugen
subject: >Arkansas
date: Thu Sep 18 11:09:47 2008

On Thu Sep 18 08:06:53 2008 Monkey wrote post #453:
> I'm now leaving, and none of you that live here, NOT ONE OF YOU,
> came to party with me!! For shame.
I did, but you wouldn't let me in.

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

poster: Monkey
subject: >>Arkansas
date: Thu Sep 18 16:44:11 2008

On Thu Sep 18 11:09:47 2008 Mugen wrote post #454:
> On Thu Sep 18 08:06:53 2008 Monkey wrote post #453:
> > I'm now leaving, and none of you that live here, NOT ONE OF YOU,
> > came to party with me!! For shame.
> I did, but you wouldn't let me in.
WELL YOU SOUNDED LIKE A BLACK GUY!!

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

poster: Trigon
subject: Attention Hawaiians
date: Fri Sep 19 09:01:34 2008

Dears sirs and misses from Hawaii:
I'm going to be in hawaii over Thanksgiving, and there is a football
game i want to watch: BYU versus University of Utah.
I need to know how I will be able to watch this game.  I think we
are staying in a condo or something.
Please send me your ideas, or if there is a way to check if it will
be broadcasted on cable, or something.
You island traditions AMAZE and CONFUSE me

thx

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

poster: Esoteric
subject: >Attention Hawaiians
date: Sat Sep 20 17:41:38 2008

On Fri Sep 19 09:01:34 2008 Trigon wrote post #456:
> Dears sirs and misses from Hawaii:
> I'm going to be in hawaii over Thanksgiving, and there is a football
> game i want to watch: BYU versus University of Utah.
> I need to know how I will be able to watch this game.  I think we
> are staying in a condo or something.
> Please send me your ideas, or if there is a way to check if it will
> be broadcasted on cable, or something.
> You island traditions AMAZE and CONFUSE me
> 
> thx
Will you be ion the big island? What condo? I know whatever you need
to know..mail me with your criteria

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

poster: White
subject: lost eq
date: Wed Oct  1 18:38:56 2008

hi, i lost brown monk sandal and dusty monk sandal. my modem was
eing a shitstain yesterday and i my annoyance with the terrible lag
i had, i must have not noticed that after i took them to bifur i
failed to get them kept. if someone has found them, i'm 99% sure
that it'd have been in illium armor shop, or possibly cs or bifur
shop, if maybe i dropped them accidentally.

just for point of reference, it's really about whether or not you
feel the desire to be nice to me and give them back. i'll try to
offer something i have, but if you really don't want to, i'm not
gonna go look up who has them now and confront them about it.

would be nice to get them back though :(

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

poster: White
subject: >lost eq
date: Wed Oct  1 18:40:01 2008

oh, and if you found them and sacced them, i'd appreciate knowing
that too, cause it'll mean that i need to start saving up to buy new
ones.

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

poster: Mugen
subject: >>lost eq
date: Wed Oct  1 22:39:20 2008

On Wed Oct  1 18:40:01 2008 White wrote post #459:
> oh, and if you found them and sacced them, i'd appreciate knowing
> that too, cause it'll mean that i need to start saving up to buy new
> ones.
I would so look them up and praise them for being spoilsmen.

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

poster: Stomper
subject: Bye
date: Sun Nov  2 21:54:54 2008

I'm rather pissed off at the mud right now people need to pull their heads out of each others asses and ease up... im leaving for awhile who knows when ill be back maybe never but thanks for being assholes, later

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

poster: Axis
subject: xp
date: Sun Nov  2 23:45:04 2008

id like to get 4 other people to xp regularly with me. closed
parties. i need an abju (which i think falcore will do) and 3
blasters. u can expect at least 150k a min and get anywhere around
250k. i want leet blasters. no noobs. that is all. mail me
maybe we can set up a regular time or somethin

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

poster: Axis
subject: >xp
date: Mon Nov  3 00:04:31 2008

On Sun Nov  2 23:45:04 2008 Axis wrote post #462:
> id like to get 4 other people to xp regularly with me. closed
> parties. i need an abju (which i think falcore will do) and 3
> blasters. u can expect at least 150k a min and get anywhere around
> 250k. i want leet blasters. no noobs. that is all. mail me
> maybe we can set up a regular time or somethin
so that means if ur tappy, dont mail me. if u have to ask me if ur
good enough. dont mail me. if ur pwn and u know it. mail me

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

poster: Axis
subject: >>xp
date: Mon Nov  3 11:10:46 2008

On Mon Nov  3 00:04:31 2008 Axis wrote post #463:
> On Sun Nov  2 23:45:04 2008 Axis wrote post #462:
> > id like to get 4 other people to xp regularly with me. closed
> > parties. i need an abju (which i think falcore will do) and 3
> > blasters. u can expect at least 150k a min and get anywhere around
> > 250k. i want leet blasters. no noobs. that is all. mail me
> > maybe we can set up a regular time or somethin
> so that means if ur tappy, dont mail me. if u have to ask me if ur
> good enough. dont mail me. if ur pwn and u know it. mail me
lookin for 1 more pwn blaster. all other slots are filled (assuming
falcore wants to abju)

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

poster: Daneel
subject: >>xp
date: Wed Nov  5 18:45:50 2008

Is there anyone else who finds this _incredibly_ crass, rude,
and nasty?

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

poster: Mugen
subject: >>>xp
date: Thu Nov  6 20:57:24 2008

On Wed Nov  5 18:45:50 2008 Daneel wrote post #465:
> Is there anyone else who finds this _incredibly_ crass, rude,
> and nasty?
who expected anything different from him
(and falcore if he wants to abju)
(falcore's spot is filled)

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

poster: Guesswhat
subject: >Bye
date: Fri Nov  7 14:10:26 2008

On Sun Nov  2 21:54:54 2008 Stomper wrote post #461 in general:

> I'm rather pissed off at the mud right now people need to pull their heads out >of each others asses and ease up... im leaving for awhile who knows when ill be >back maybe never but thanks for being assholes, later

This is Stomper and guess what? I will be enlisting into the Army next week! Leaving for a modified basic over thanksgiving/christmas break so yeah... I realized I had a major addiction problem to video games. I replaced IoM with Fable then Fable with FableII then that with CoD4, it was an endless cycle. Now I will be away occupied doing something!!! Ill check in from time to time but wont be playing much. Until I become unfroze (Jan 5th), see you then

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

poster: Esoteric
subject: >>Bye
date: Sun Nov  9 06:20:32 2008

On Fri Nov  7 14:10:26 2008 Guesswhat wrote post #467:
> On Sun Nov  2 21:54:54 2008 Stomper wrote post #461 in general:

> > I'm rather pissed off at the mud right now people need to pull their
heads out >of each others asses and ease up... im leaving for awhile who
knows when ill be >back maybe never but thanks for being assholes, later

> This is Stomper and guess what? I will be enlisting into the Army next
week! Leaving for a modified basic over thanksgiving/christmas break so
yeah... I realized I had a major addiction problem to video games. I
replaced IoM with Fable then Fable with FableII then that with CoD4, it was
an endless cycle. Now I will be away occupied doing something!!! Ill check
in from time to time but wont be playing much. Until I become unfroze (Jan
5th), see you then
You get unfroze on my birthday. :)

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

poster: Zifnab
subject: >>Bye
date: Tue Nov 11 15:28:31 2008

On Fri Nov  7 14:10:26 2008 Guesswhat wrote post #467:
> On Sun Nov  2 21:54:54 2008 Stomper wrote post #461 in general:
> 
> > I'm rather pissed off at the mud right now people need to pull their
heads out >of each others asses and ease up... im leaving for awhile who
knows when ill be >back maybe never but thanks for being assholes, later
> 
> This is Stomper and guess what? I will be enlisting into the Army next
week! Leaving for a modified basic over thanksgiving/christmas break so
yeah... I realized I had a major addiction problem to video games. I
replaced IoM with Fable then Fable with FableII then that with CoD4, it was
an endless cycle. Now I will be away occupied doing something!!! Ill check
in from time to time but wont be playing much. Until I become unfroze (Jan
5th), see you then

Bosnia?


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

poster: Guesswhat
subject: >>>Bye
date: Wed Nov 12 01:04:34 2008

On Tue Nov 11 15:28:31 2008 Zifnab wrote post #469 in general:

> On Fri Nov  7 14:10:26 2008 Guesswhat wrote post #467:

> > On Sun Nov  2 21:54:54 2008 Stomper wrote post #461 in general:

> > 

> > > I'm rather pissed off at the mud right now people need to pull their

> heads out >of each others asses and ease up... im leaving for awhile who

> knows when ill be >back maybe never but thanks for being assholes, later

> > 

> > This is Stomper and guess what? I will be enlisting into the Army next

> week! Leaving for a modified basic over thanksgiving/christmas break so

> yeah... I realized I had a major addiction problem to video games. I

> replaced IoM with Fable then Fable with FableII then that with CoD4, it was

> an endless cycle. Now I will be away occupied doing something!!! Ill check

> in from time to time but wont be playing much. Until I become unfroze (Jan

> 5th), see you then

> 

> Bosnia?

WTF!?! no bosnia for me just georgia

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

poster: Uno
subject: >>>>Bye
date: Wed Nov 12 21:53:59 2008

On Wed Nov 12 01:04:34 2008 Guesswhat wrote post #470:
> > > This is Stomper and guess what? I will be enlisting into the Army next

> > week! Leaving for a modified basic over thanksgiving/christmas break so

> > yeah... I realized I had a major addiction problem to video games. I

> > replaced IoM with Fable then Fable with FableII then that with CoD4, it
was

> > an endless cycle. Now I will be away occupied doing something!!! Ill
check

> > in from time to time but wont be playing much. Until I become unfroze
(Jan

> > 5th), see you then

> > 

> > Bosnia?

> WTF!?! no bosnia for me just georgia

lol http://members.sigecom.net/akeeping/iom1.jpg


meeeeeemorieeeees

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

poster: Korthrun
subject: >>>>>Bye
date: Wed Nov 12 21:54:41 2008

On Wed Nov 12 21:53:59 2008 Uno wrote post #471:
> (Jan

> > > 5th), see you then

> > > 

> > > Bosnia?

> > WTF!?! no bosnia for me just georgia
> 
> lol http://members.sigecom.net/akeeping/iom1.jpg
> 
> 
> meeeeeemorieeeees
I love you

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

poster: Uno
subject: PUPPIES
date: Wed Nov 12 22:55:23 2008


ON THE INTERNET


http://cdn1.ustream.tv/swf/4/viewer.45.swf?cid=317016

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

poster: Guesswhat
subject: >>>>>>Bye
date: Thu Nov 13 22:12:47 2008

On Wed Nov 12 21:54:41 2008 Korthrun wrote post #472 in general:

> On Wed Nov 12 21:53:59 2008 Uno wrote post #471:

> > (Jan



> > > > 5th), see you then



> > > > 



> > > > Bosnia?



> > > WTF!?! no bosnia for me just georgia

> > 

> > lol http://members.sigecom.net/akeeping/iom1.jpg

> > 

> > 

> > meeeeeemorieeeees

> I love you

rofl thats funny

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

poster: Axis
subject: accusations
date: Mon Nov 17 14:42:38 2008

so im sure a few of you have heard i was accused of stealing a
naraku helm from an individual. indeed i did remove this item from
his/her castle however nothing was stolen. this person and i had
been sharing some of our eq, i lent them my entire set while i was
gone for a while and they had been letting me borrow pieces here and
there. well i had gotten my hands on a shining silver cross and
needed an item to trade for one. i asked this person if they had
anything that eq wise that would compare
axis FEVERED STRENGTH DOWN
i was told he had a naraku helm but he wouldnt trade just anything
for it. i had planned on running ToL events with tickets this person
traded to me to do rahal. in turn the other person and i pitchin
down on the tickets to make this happen were gonna ask for first
dice in the party. i was then going to trade whatever i diced for
the naraku helm and then the naraku helm for the cross. i got the
cross but i got nabbed up by some of my girls yesterday when i was
gonna do eq and thats when all this
shit went down. now id be mad too if i had traded off a naraku helm
that didnt belong to me for piece of eq that probably wasnt in the
game yet and then turned out things didnt happen. so i do owe mikkiz
for not comin up with my rahal eq but stealing is a far cry from
that. it was confirmed by a wiz that i took the helmet fromt he
castle and i dont deny it. but the wiz never said i stole it. in
fact his words were "i didn't tell mikkiz you stole it" and
"i simply told him how it left his castle and how it got to moose"
so in conclusion id just like to point out that makin deals with eq
thats not urs is a bad idea. even when its for pieces thats never
seen the light of mud

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

poster: Axis
subject: btw
date: Mon Nov 17 15:14:46 2008

i figured id ad that i have a long history of borrowing things and
never once have they ended up missing
and i gave back all the eq i did borrow from this person when they
asked for it

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

poster: Uno
subject: >accusations
date: Wed Nov 19 16:17:56 2008

On Mon Nov 17 14:42:38 2008 Axis wrote post #475:
> that didnt belong to me for piece of eq that probably wasnt in the
> game yet and then turned out things didnt happen. so i do owe mikkiz
> for not comin up with my rahal eq but stealing is a far cry from
> that. it was confirmed by a wiz that i took the helmet fromt he
> castle and i dont deny it. but the wiz never said i stole it. in
> fact his words were "i didn't tell mikkiz you stole it" and
> "i simply told him how it left his castle and how it got to moose"
> so in conclusion id just like to point out that makin deals with eq
> thats not urs is a bad idea. even when its for pieces thats never
> seen the light of mud

axis FEVERED STRENGTH DOWN!!!!!!

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

poster: Mugen
subject: >>accusations
date: Wed Nov 19 19:24:54 2008

On Wed Nov 19 16:17:56 2008 Uno wrote post #477:
> On Mon Nov 17 14:42:38 2008 Axis wrote post #475:
> > that didnt belong to me for piece of eq that probably wasnt in the
> > game yet and then turned out things didnt happen. so i do owe mikkiz
> > for not comin up with my rahal eq but stealing is a far cry from
> > that. it was confirmed by a wiz that i took the helmet fromt he
> > castle and i dont deny it. but the wiz never said i stole it. in
> > fact his words were "i didn't tell mikkiz you stole it" and
> > "i simply told him how it left his castle and how it got to moose"
> > so in conclusion id just like to point out that makin deals with eq
> > thats not urs is a bad idea. even when its for pieces thats never
> > seen the light of mud
> 
> axis FEVERED STRENGTH DOWN!!!!!!
axis BERSERKER RAGE UP!!!!

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

poster: Marconus
subject: >>>accusations
date: Thu Nov 20 07:25:40 2008

On Wed Nov 19 19:24:54 2008 Mugen wrote post #478 in general:

> On Wed Nov 19 16:17:56 2008 Uno wrote post #477:

> > On Mon Nov 17 14:42:38 2008 Axis wrote post #475:

> > > that didnt belong to me for piece of eq that probably wasnt in the

> > > game yet and then turned out things didnt happen. so i do owe mikkiz

> > > for not comin up with my rahal eq but stealing is a far cry from

> > > that. it was confirmed by a wiz that i took the helmet fromt he

> > > castle and i dont deny it. but the wiz never said i stole it. in

> > > fact his words were "i didn't tell mikkiz you stole it" and

> > > "i simply told him how it left his castle and how it got to moose"

> > > so in conclusion id just like to point out that makin deals with eq

> > > thats not urs is a bad idea. even when its for pieces thats never

> > > seen the light of mud

> > 

> > axis FEVERED STRENGTH DOWN!!!!!!

> axis BERSERKER RAGE UP!!!!



axis BAKERY OF LIFE 4EVR!!!

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

poster: Axis
subject: adopt a newbie
date: Thu Nov 20 17:00:46 2008

axis is taking aplications for his adopt a newbie program. if u are
a njoob or you name is dfalt,uno,pyro,zifnab, or maynard your
aplications will be considered. FEVERED STENGTH DOWN

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

poster: White
subject: >adopt a newbie
date: Thu Nov 20 17:01:25 2008

you're an idiot.

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

poster: Dfalt
subject: >adopt a newbie
date: Thu Nov 20 17:01:49 2008

On Thu Nov 20 17:00:46 2008 Axis wrote post #480:
> axis is taking aplications for his adopt a newbie program. if u are
> a njoob or you name is dfalt,uno,pyro,zifnab, or maynard your
> aplications will be considered. FEVERED STENGTH DOWN
yay! drag me...
axis IGNORE PAIN UP

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

poster: Axis
subject: >>adopt a newbie
date: Thu Nov 20 17:01:51 2008

On Thu Nov 20 17:01:25 2008 White wrote post #481:
> you're an idiot.
FEVERED STRENGTH DOWN

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

poster: Korthrun
subject: >>adopt a newbie
date: Thu Nov 20 17:06:18 2008

On Thu Nov 20 17:01:25 2008 White wrote post #481:
> you're an idiot.
ur*

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

poster: Mugen
subject: >>>adopt a newbie
date: Fri Nov 21 06:49:48 2008

On Thu Nov 20 17:06:18 2008 Korthrun wrote post #484:
> On Thu Nov 20 17:01:25 2008 White wrote post #481:
> > you're an idiot.
> ur*
I want to be adopted.
UR

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

poster: Korthrun
subject: downtime
date: Sun Nov 23 21:42:49 2008

Hi
If you didn't know, the server that hosts the mud is online for
free. It's sort of a beneifit of where I work.
Well work is moving a segment of our network into a new datacenter.
Part of that segment is the rack of freely hosted employee servers.
So, wednesday the 26th, about 1pm MST the mud server will be taken
offline, and moved to a new datacenter.
I do not know how long it will be. It depends on who's driving. It
should definatly be up "later the same evening" for whatever that's
worth.
The new IP is 64.38.234.56, I figured that I'd post it here, and the
admins can handle the dns change however they want.
If you have any questions, that's cute.

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

poster: Mugen
subject: >downtime
date: Mon Nov 24 17:00:00 2008

On Sun Nov 23 21:42:49 2008 Korthrun wrote post #486:
> Hi
> If you didn't know, the server that hosts the mud is online for
> free. It's sort of a beneifit of where I work.
> Well work is moving a segment of our network into a new datacenter.
> Part of that segment is the rack of freely hosted employee servers.
> So, wednesday the 26th, about 1pm MST the mud server will be taken
> offline, and moved to a new datacenter.
> I do not know how long it will be. It depends on who's driving. It
> should definatly be up "later the same evening" for whatever that's
> worth.
> The new IP is 64.38.234.56, I figured that I'd post it here, and the
> admins can handle the dns change however they want.
> If you have any questions, that's cute.
the sky is falling?
yep

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

poster: Zifnab
subject: >downtime
date: Wed Nov 26 10:28:38 2008

On Sun Nov 23 21:42:49 2008 Korthrun wrote post #486:
> Hi
> If you didn't know, the server that hosts the mud is online for
> free. It's sort of a beneifit of where I work.
> Well work is moving a segment of our network into a new datacenter.
> Part of that segment is the rack of freely hosted employee servers.
> So, wednesday the 26th, about 1pm MST the mud server will be taken
> offline, and moved to a new datacenter.
> I do not know how long it will be. It depends on who's driving. It
> should definatly be up "later the same evening" for whatever that's
> worth.
> The new IP is 64.38.234.56, I figured that I'd post it here, and the
> admins can handle the dns change however they want.
> If you have any questions, that's cute.

I suspect that we are going to have a few DNS issues with timing
and getting it changed etc. Please if you plan on playing write down the ip.

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

poster: Lucifer
subject: >>downtime
date: Wed Nov 26 16:27:39 2008

http://games.groups.yahoo.com/group/Islandsofmyth/

Thanks for putting out info there :) rocks when its dns issues etc etc :)

Luc

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

poster: Axis
subject: Jaws
date: Mon Dec  1 16:25:39 2008

if anyone can get me in touch with jaws ill give u a fat bankroll and some eq

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

poster: Chemosh
subject: item found
date: Tue Dec 16 10:26:08 2008

i found a spellbook
if you can tell me which book and which area etc etc contact me
Chemosh

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

poster: Mugen
subject: >item found
date: Tue Dec 16 10:29:01 2008

On Tue Dec 16 10:26:08 2008 Chemosh wrote post #491:
> i found a spellbook
> if you can tell me which book and which area etc etc contact me
> Chemosh
Spellbook of Create Food
left it in chrono's castle

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

poster: Pyromaniac
subject: present
date: Tue Dec 16 14:18:19 2008

i dropped a safe in cs with a eq repair ticket inside, guess the
combo and its yours.
 
 
merry christmas
pyro

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

poster: Roirraw
subject: >present
date: Tue Dec 16 14:36:34 2008

On Tue Dec 16 14:18:19 2008 Pyromaniac wrote post #493 in general:

> i dropped a safe in cs with a eq repair ticket inside, guess the

> combo and its yours.

>  

>  

> merry christmas

> pyro



turn a safe to 12 25 08

You turn the dials on the safe.

There is a small *click*



Merry Christmas pyro!

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

poster: Axis
subject: my first sponsor
date: Tue Dec 23 10:19:10 2008

We at Training Day have reviewed your videos sent in and are proud
to inform you we would be happy to sponsor you. For more information
please contact us by phone: (866) 686-1337

my firstest one. next stop: the title
mma ftw

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

poster: Dfalt
subject: >my first sponsor
date: Tue Dec 23 11:54:27 2008

On Tue Dec 23 10:19:10 2008 Axis wrote post #495:
> We at Training Day have reviewed your videos sent in and are proud
> to inform you we would be happy to sponsor you. For more information
> please contact us by phone: (866) 686-1337
> 
> my firstest one. next stop: the title
> mma ftw
fake... who has a 1337 extention anyway?

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

poster: Mugen
subject: >>my first sponsor
date: Tue Dec 23 17:01:07 2008

On Tue Dec 23 11:54:27 2008 Dfalt wrote post #496:
> On Tue Dec 23 10:19:10 2008 Axis wrote post #495:
> > We at Training Day have reviewed your videos sent in and are proud
> > to inform you we would be happy to sponsor you. For more information
> > please contact us by phone: (866) 686-1337
> > 
> > my firstest one. next stop: the title
> > mma ftw
> fake... who has a 1337 extention anyway?
haha prankd

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

poster: Moren
subject: Solicitation for Donations
date: Thu Jan  8 11:14:35 2009

So, I've found myself living and volunteering in Honduras, and as
such, I need stuff.
Not for me, you understand, but rather for the organizations I work
with. There are two broad categories of things that I'm looking for:
Healthcare stuff and Computer stuff.

As far as the healthcare stuff goes, I want pretty much everything,
opened but un used supplies, pretty much any equipment, and also
textbooks (Particularly those related to EMS, but I'm not picky.).
If it's not something I can use, I can find someone who can. (I will
also take pretty much any drug that's expired but still good (ie.
without discoloration or precipitants.)

And, actually, as far as the computer stuff goes, ditto. About the
only thing I don't need are monitors. I'll take anything else,
periphrials, computers and components (I have use for EVERYTHING,
got stick of PC100 RAM? I have a computer I can put it in.)

I have an address in the states that everything can be shipped to,
and while it would be great if you could cover the domestic
shipping, if need be I can raise the money to pay for it.

I do have a specific wishlist for the healthcare items, mudmail me
if you'd like to see it, or if you might have something you can send
along in either category.

Oh, and I do have a  US registered 501 (3c) non-profit that these
donations can be done through so they will be tax deductible.
(Actually two of them one for healthcare and a different one for
computer stuff.)

Oh, and I'd also love to lay my hands on multiple copies of
children's books (in English), if you have 8+ copies of a single
book, I'd kiss your feet.

Thanks,
Moren/Reamus

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

poster: Axis
subject: noobs
date: Mon Jan 12 16:08:46 2009

noobs that actually play this mud feel free to send me a tell when i
xp. itll be nice to get a bigger eqable player base. ill help all i
can

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

poster: Mugen
subject: >noobs
date: Thu Jan 15 13:40:16 2009

On Mon Jan 12 16:08:46 2009 Axis wrote post #499:
> noobs that actually play this mud feel free to send me a tell when i
> xp. itll be nice to get a bigger eqable player base. ill help all i
> can
want xps
kthx

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

poster: Daran
subject: >Character Visualisation Competition
date: Fri Jan 16 18:03:42 2009

On Fri Aug 15 04:24:44 2008 Chemosh wrote post #445:
> Here a little tool where you can design your character. 
> www.ugo.com/channels/comics/heromachine2/heroMachine2.asp
> I also had a look through the samples and found a nice example of a
> necromancer abomination, wielding what looks like a femur of the
> titans. 
> www.ugo.com/channels/comics/heromachine2/samples/rock%20beast.jpg
> I would like to start a little competition. Anyone interested can
> make a character (please in theme to your current/normal reinc) and
> mail daran (if that's ok with him). Then he can post them on the
> player pages site. The clan EatPizza will judge the best characters
> and give a prize of 1M gold. 
> 
> Good luck and have fun
> C

Did I win?


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

poster: Apathy
subject: Eq Book Library
date: Sat Jan 24 02:10:15 2009

After a long hiatus, I've updated my eq book library at
http://www.periware.org/iom_eq/

129 books are currently available.  I'm still looking for books of
arms and dex, head and hp_regen, and neck and ep_regen.  If anybody
has any of those and is willing to sell, let me know.

-Apathy

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

poster: Wagro
subject: Small request
date: Tue Jan 27 23:00:57 2009

can we have another prompt argument to include seconds (right now we
only get hh:mm) :)

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

poster: Ixtlilton
subject: swecon movie
date: Wed Jan 28 13:36:03 2009

Said it on chat, but might as well post it.

The swecon movie from 2001 has resurfaced again and i'm currently

hosting it so if you're curious you're free to download it.



Since most of those who attended, everyone except for Baer, were

swedish that is also the language we use, so if you don't understand

swedish chances are you'll miss alot of the dialogue.



There will be nekkidness, and drunkeness....watch it if you dare...and care



http://fjallstrom.se/files/view.php?q=48



-Ixtlilton

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

poster: Ixtlilton
subject: >swecon movie
date: Thu Jan 29 04:10:39 2009

Got the fincon4 movie from Wildchild now too.

http://fjallstrom.se/files/view.php?q=49

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

poster: Bluemoon
subject: Ports
date: Sat Jan 31 07:58:28 2009

Anyone have a list of ports other than 3k to connect to?  I tried that, but I can't connect via java or telnet with 3k.



Thanks

Moonie

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

poster: Bluemoon
subject: >Ports
date: Sat Jan 31 08:20:50 2009

On Sat Jan 31 07:58:28 2009 Bluemoon wrote post #506 in general:

> Anyone have a list of ports other than 3k to connect to?  I tried that, but I can't connect via java or telnet with 3k.



> 



> Thanks



> Moonie



Might I add telnet just gives me a connection lost.  I'm assuming it's firewall related, but can't be sure.

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

poster: Korthrun
subject: >>Ports
date: Sat Jan 31 10:00:11 2009

On Sat Jan 31 08:20:50 2009 Bluemoon wrote post #507:
> On Sat Jan 31 07:58:28 2009 Bluemoon wrote post #506 in general:

> > Anyone have a list of ports other than 3k to connect to?  I tried that,
but I can't connect via java or telnet with 3k.

> 

> > 

> 

> > Thanks

> 

> > Moonie

> 

> Might I add telnet just gives me a connection lost.  I'm assuming it's
firewall related, but can't be sure.
The version of the mud that is open to the public listens on port 3000.

Telnet, if not told otherwise, uses port 23.
If your work or schools firewall doesn't allow you to connect to
port 3000 you probably shouldn't be mudding over the internet
connection they provide to you.
If this is a problem you're having at home, I have port 8080
redirecting to port 3000 on the server end of things. That might
work.

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

poster: Korthrun
subject: >>>Ports
date: Sat Jan 31 10:01:02 2009

On Sat Jan 31 10:00:11 2009 Korthrun wrote post #508:
> firewall related, but can't be sure.
> The version of the mud that is open to the public listens on port 3000.
> 
> Telnet, if not told otherwise, uses port 23.
> If your work or schools firewall doesn't allow you to connect to
> port 3000 you probably shouldn't be mudding over the internet
> connection they provide to you.
> If this is a problem you're having at home, I have port 8080
> redirecting to port 3000 on the server end of things. That might
> work.
Also if it's at home, fix or uninstall your firewall software or
firewall device :p

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

poster: Gabriel
subject: PrimaMateria
date: Sun Feb  8 08:37:28 2009

Accepting five members. Need EQ tank and abj and some blasters.
Fun, laid back environment. Min 500m worth, prefer 1g+.
Mail me or send a tell if interested.

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

poster: Wagro
subject: Party watch feature suggestion
date: Sun Feb  8 14:53:52 2009

In addition to all the totally rocking stuff on party watch, a time
idle would be good to have.

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

poster: Uno
subject: compression
date: Sun Feb  8 20:46:15 2009

p.s. http://islandsofmyth.org/clients/mccp.html tells you how to do
compression

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

poster: Kaos
subject: >bai
date: Tue Feb 10 06:18:28 2009

welcome back

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

poster: Crabstick
subject: Lowbie Exps
date: Tue Feb 10 12:55:45 2009

So in the coming few weeks I'm gonna be trying to run some lowbie
xps. For this, I need people.

Really the only solid thing I need is a decent healer, and besides
that I'll take any sort of damage dealer. Looking moreso for people
below 70m or so, and as long as you're not an idiot I'll take you.

If you want in, mail me with your worth, guild and when you're
usually on, and I'll try to get things together.

Peace.

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

poster: Vor
subject: >Lowbie Exps
date: Fri Feb 13 11:07:14 2009

On Tue Feb 10 12:55:45 2009 Crabstick wrote post #515 in general:

> So in the coming few weeks I'm gonna be trying to run some lowbie

> xps. For this, I need people.

> 

> Really the only solid thing I need is a decent healer, and besides

> that I'll take any sort of damage dealer. Looking moreso for people

> below 70m or so, and as long as you're not an idiot I'll take you.

> 

> If you want in, mail me with your worth, guild and when you're

> usually on, and I'll try to get things together.

> 

> Peace.



good luck with that last requirement.

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

poster: Uno
subject: >>Lowbie Exps
date: Fri Feb 13 11:08:04 2009

On Fri Feb 13 11:07:14 2009 Vor wrote post #516:
> > Really the only solid thing I need is a decent healer, and besides

> > that I'll take any sort of damage dealer. Looking moreso for people

> > below 70m or so, and as long as you're not an idiot I'll take you.

> > 

> > If you want in, mail me with your worth, guild and when you're

> > usually on, and I'll try to get things together.

> > 

> > Peace.

> 

> good luck with that last requirement.

HOW TO CSAT SPALL??

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

poster: Vor
subject: internet
date: Fri Feb 13 11:16:44 2009

i'm not at home much these days, and so when i went home the other day and noticed that my bill-payer had not done it yet, i called them up and explained that it wasn't really anything they needed to do in a hurry cause i'm not home often. in short, i don't have internet even when i go home.



i am at the library near my wife now, so i can check news etc, but i'm not really interested in trying to keep up with what's going on, nor make changes or address any issues anyone has that they for some reason attribute to being something in my juridisdiction.



let me introduce waxman and daneel. they are also wizards. daneel has all the same access i do, and waxman can do a helluva lot as well. any of you out there who feel a need to mail me ideas, tell me that something needs fixing, or ask me questions before i get back, just cc that bad-boy to them.



i hope you all have fun, and i'm looking forward to hearing all of the gripes you have saved up for me when i get back.

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

poster: Vor
subject: >>>Lowbie Exps
date: Fri Feb 13 11:43:09 2009

type onbot, then walk into combat with ekronus. you will not die.

or maybe i'm an evil wizard and i enjoy causing you pain, and when you die and i hear about it later i will laugh.




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

poster: Crabstick
subject: >>>>Lowbie Exps
date: Fri Feb 13 13:19:00 2009

On Fri Feb 13 11:43:09 2009 Vor wrote post #519:
> type onbot, then walk into combat with ekronus. you will not die.

> or maybe i'm an evil wizard and i enjoy causing you pain, and when you die
and i hear about it later i will laugh.

> 

Isn't there some code that prevents you from saying such things?
Like a hypocratic oath or some such?

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

poster: Vor
subject: >>>>>Lowbie Exps
date: Tue Feb 17 10:12:22 2009

On Fri Feb 13 13:19:00 2009 Crabstick wrote post #520 in general:

> On Fri Feb 13 11:43:09 2009 Vor wrote post #519:

> > type onbot, then walk into combat with ekronus. you will not die.

> 

> > or maybe i'm an evil wizard and i enjoy causing you pain, and when you die

> and i hear about it later i will laugh.

> 

> > 

> 

> Isn't there some code that prevents you from saying such things?

> Like a hypocratic oath or some such?





code to prevent me from saying it? no, that'd be some pretty weird code.



and as far as not wanting to hurt people as a wizard, i'd love to know what mud you thought you were logging into when you signed in to write this post. it must not have been IoM.

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

poster: Crabstick
subject: >>>>>>Lowbie Exps
date: Tue Feb 17 13:08:14 2009

On Tue Feb 17 10:12:22 2009 Vor wrote post #521:
> On Fri Feb 13 13:19:00 2009 Crabstick wrote post #520 in general:

> > On Fri Feb 13 11:43:09 2009 Vor wrote post #519:

> > > type onbot, then walk into combat with ekronus. you will not die.

> > 

> > > or maybe i'm an evil wizard and i enjoy causing you pain, and when you
die

> > and i hear about it later i will laugh.

> > 

> > > 

> > 

> > Isn't there some code that prevents you from saying such things?

> > Like a hypocratic oath or some such?

> 

> 

> code to prevent me from saying it? no, that'd be some pretty weird code.

> 

> and as far as not wanting to hurt people as a wizard, i'd love to know
what mud you thought you were logging into when you signed in to write this
post. it must not have been IoM.
I thought Waxy was missing intentionally when he tried to zap me.
Upon reflection, it might have been because of his cataracts.

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

poster: Waxman
subject: >>>>>>>Lowbie Exps
date: Tue Feb 17 15:20:35 2009

Damn you young whipersnappers!



waxman ;zifnab    (i like that emote)

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

poster: Wagro
subject: Missing gold
date: Tue Feb 17 23:12:52 2009

Anyone wanna help figure out where our missing 4m jes gold went? heres the log

Dicing room! [exits: south and north]
 This is a very safe dicing room. When you want to leave, go north.
You will be barred from leaving until I move the guards. Just say
something on party channel and I'll move em

Blue handled dagger 
Fire demons spiked club 
4053832 gold coins.
A ghostly, insubstantial sword
Glove of the thief 
Shirt of Hefnoin (military) 
Mask of the serpent 
Bronze plated greaves 
Runed Mithril Chainmail 
Brown leather sandals 
Vambrace of Dhivu 
Etched Silver Armbands 
A feathered hair piece
A Jhlandu Grass Ring
Scaled mithril leggings 
A Blue Scaled Cape
Designer Belt 
A Brown Monk sandal 
A solid steel vault named 'Topslot' (open)
A solid steel vault named 'eq1'
A solid steel vault named 'eq2'
Blast Door (south) 

Rathidragon the Thrikhren primagemmy
Atrayu Fetus Jr. the Elf  
Mikkiz the Vampire  
Roirraw the Vampire  
Nax the Vampire  
Proxima the Vampire  
Tatra Artat the Snakeman Evoker
Esoteric Thanatos the Hobbit [Death for Hire]
Daran Madrox the Mindflayer TankSlayer®
Fezzick foohargles the Archdemon  

>Tue Feb 17 23:08 | Rooms: 14126

Dicing: Nax [Dicing: Nax]: Korthrun has left the party.
Proxima interrupts its concentration to start using a skill.
Proxima prepares itself to use a skill.
Name                 Spell or Skill
+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
Rathidragon         |                                   
Fezzick             |                                   
Mikkiz              |                                   
Wagro               |                                   
Daran               |                                   
Roirraw             |                                   
Atrayu              |                                   
Tatra               |                                   
Nax                 |                                   
Proxima             |focused mind                       
>Tue Feb 17 23:08 | Rooms: 14126

Atrayu chimes: wtf
Nax takes Bronze plated greaves.
Name changed
>Tue Feb 17 23:09 | Rooms: 14126

Wagro [Dicing: Tatra]: --->Nax took Bronze plated greaves.. Tatra is up<---
>Tue Feb 17 23:09 | Rooms: 14126

You tell Tatra : You are now up to pick a piece.
>Tue Feb 17 23:09 | Rooms: 14126

You beep Tatra.
>Tue Feb 17 23:09 | Rooms: 14126

Esoteric tells you: i went n and im stuck
Proxima is ready to perform its skill.
Proxima lays its hands on its head.
Proxima refocuses its mind.
Nax leaves north.
Airlock! [exits: south and north]
 You are standing in an airlock to prevent eq theft. Ask Wagro to
open the north exit for you to leave

North Airlock 
South Airlock 

Nax the Vampire  
Esoteric Thanatos the Hobbit [Death for Hire]

North Airlock leaves south.
South Airlock leaves south.
Airlock! [exits: south and north]
 You are standing in an airlock to prevent eq theft. Ask Wagro to
open the north exit for you to leave


Nax the Vampire  
Esoteric Thanatos the Hobbit [Death for Hire]

Dicing room! [exits: south and north]
 This is a very safe dicing room. When you want to leave, go north.
You will be barred from leaving until I move the guards. Just say
something on party channel and I'll move em

South Airlock 
North Airlock 
Blast Door (south) 
Blue handled dagger 
Fire demons spiked club 
A ghostly, insubstantial sword
Glove of the thief 
Shirt of Hefnoin (military) 
Mask of the serpent 
Runed Mithril Chainmail 
Brown leather sandals 
Vambrace of Dhivu 
Etched Silver Armbands 
A feathered hair piece
A Jhlandu Grass Ring
Scaled mithril leggings 
A Blue Scaled Cape
Designer Belt 
A Brown Monk sandal 
A solid steel vault named 'Topslot' (open)
A solid steel vault named 'eq1'
A solid steel vault named 'eq2'

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

poster: Fezzick
subject: >Missing gold
date: Wed Feb 18 00:16:35 2009

I've got detailed logs from standing in the room as well - with
timestamps on what happened and when, with a clear shot of the room
with the gold in it.
 
Happy to share if it helps to get to the bottom of this.

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

poster: Zifnab
subject: >Missing gold
date: Wed Feb 18 20:31:26 2009

> Shirt of Hefnoin (military) 
> Mask of the serpent 
> Runed Mithril Chainmail 
> Brown leather sandals 
> Vambrace of Dhivu 
> Etched Silver Armbands 
> A feathered hair piece
> A Jhlandu Grass Ring
> Scaled mithril leggings 
> A Blue Scaled Cape
> Designer Belt 
> A Brown Monk sandal 
> A solid steel vault named 'Topslot' (open)
> A solid steel vault named 'eq1'
> A solid steel vault named 'eq2'

not sure if this was directed at the wizards or not but I am 
going to go out on a limb and suggest that this was not a bug
but a dishonest player which unfortunately is the risk
you take when dealing with players.
**

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

poster: Denim
subject: missing gold
date: Wed Feb 18 21:38:18 2009

I have totally solved the mystery of the 4m gold missing, i will
only ask for 4m gold in return for my services.

send me a tell if interested

denim

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

poster: Wagro
subject: For reference
date: Wed Feb 18 22:59:50 2009

13:20:02: You tell Fezzick , Esoteric : and i think its fairly
obvious you stole from chemosh's party as well, so it looks like you
owe them a zapa bracer and lacerti glove1
13:20:34: Esoteric tells Fezzick and you : I dont owe chemosh's party shit
13:20:41: Esoteric tells Fezzick and you : I am a lurker, why do i
get these skills if i cant use them?
13:28:43: Esoteric tells Fezzick and you : Ironically, 1 of the
party members diced low and had me come in and get vambrace and give
it to them, which i did
13:29:26: Esoteric tells Fezzick and you : i stole 4m gold, not eq
13:29:35: You tell Fezzick , Esoteric : you stole 4m from us, and eq from them
13:29:47: Esoteric tells Fezzick and you : i stole eq from them and
gave it to the person who asked me to steal it
13:29:54: You tell Fezzick , Esoteric : i suppose that player
wouldnt happen to have been buddy buddy with you
13:29:56: Esoteric tells Fezzick and you : was moreso just a test to
see if i was noticed, which i wasnt
13:28:43: Esoteric tells Fezzick and you : Ironically, 1 of the
party members diced low and had me come in and get vambrace and give
it to them, which i did
13:29:13: You tell Fezzick , Esoteric : stealing eq from the party
is 100x worse than slacking and dicing high
13:29:26: Esoteric tells Fezzick and you : i stole 4m gold, not eq
13:29:35: You tell Fezzick , Esoteric : you stole 4m from us, and eq from them
13:29:47: Esoteric tells Fezzick and you : i stole eq from them and
gave it to the person who asked me to steal it
13:29:54: You tell Fezzick , Esoteric : i suppose that player
wouldnt happen to have been buddy buddy with you
13:29:56: Esoteric tells Fezzick and you : was moreso just a test to
see if i was noticed, which i wasnt
13:30:21: Esoteric tells Fezzick and you : granted, the person is
sort of a friend, but i didnt get anything out of the deal
13:30:29: Fezzick tells Esoteric and you : it wasn't detected that
it was you - but logs show that within seconds of you doing it that
people were peering around looking for the missing gold13:30:48:
Esoteric tells Fezzick and you : And i told you i did, just because
my gf came over right after
13:30:50: You tell Fezzick , Esoteric : so would you like to share
his guilt or spread it? because he is equally as guilty as you
13:30:58: Esoteric tells Fezzick and you : And honestly, the main
reason i took the gold
13:31:11: Esoteric tells Fezzick and you : Was because you fucking
assholes took super races again so no one else could be them
13:31:19: Esoteric tells Fezzick and you : so wahtever, dont trust
me, or whatever

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

poster: Daran
subject: >missing gold
date: Wed Feb 18 23:08:56 2009

On Wed Feb 18 21:38:18 2009 Denim wrote post #527:
> I have totally solved the mystery of the 4m gold missing, i will
> only ask for 4m gold in return for my services.
> 
> send me a tell if interested
> 
> denim

Sry, I already got scoobie doo, csi, and columbo working the case


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

poster: Korthrun
subject: >>missing gold
date: Wed Feb 18 23:10:29 2009

On Wed Feb 18 23:08:56 2009 Daran wrote post #529:
> On Wed Feb 18 21:38:18 2009 Denim wrote post #527:
> > I have totally solved the mystery of the 4m gold missing, i will
> > only ask for 4m gold in return for my services.
> > 
> > send me a tell if interested
> > 
> > denim
> 
> Sry, I already got scoobie doo, csi, and columbo working the case
> 
Auto Circus Cop: [the Dude asks the Auto Circus Cop if there are any
leads on who stole his beater car] Leads, yeah, sure. I'll just
check with the boys down at the crime lab, they've got four more
detectives working on the case. They got us working in shifts!
[laughs]
Auto Circus Cop: Leads!
[laughs as he walks away]
Auto Circus Cop: Leads... 

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

poster: Mugen
subject: >>>missing gold
date: Wed Feb 18 23:35:04 2009

On Wed Feb 18 23:10:29 2009 Korthrun wrote post #530:
> On Wed Feb 18 23:08:56 2009 Daran wrote post #529:
> > On Wed Feb 18 21:38:18 2009 Denim wrote post #527:
> > > I have totally solved the mystery of the 4m gold missing, i will
> > > only ask for 4m gold in return for my services.
> > > 
> > > send me a tell if interested
> > > 
> > > denim
> > 
> > Sry, I already got scoobie doo, csi, and columbo working the case
> > 
> Auto Circus Cop: [the Dude asks the Auto Circus Cop if there are any
> leads on who stole his beater car] Leads, yeah, sure. I'll just
> check with the boys down at the crime lab, they've got four more
> detectives working on the case. They got us working in shifts!
> [laughs]
> Auto Circus Cop: Leads!
> [laughs as he walks away]
> Auto Circus Cop: Leads... 
Ignore the logs.
Denim did it.
He was stealing it for chrono.
They told me in wow chat.

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

poster: Esoteric
subject: >>>missing gold
date: Wed Feb 18 23:42:55 2009

On Wed Feb 18 23:10:29 2009 Korthrun wrote post #530:
> > Sry, I already got scoobie doo, csi, and columbo working the case
> > 
> Auto Circus Cop: [the Dude asks the Auto Circus Cop if there are any
> leads on who stole his beater car] Leads, yeah, sure. I'll just
> check with the boys down at the crime lab, they've got four more
> detectives working on the case. They got us working in shifts!
> [laughs]
> Auto Circus Cop: Leads!
> [laughs as he walks away]
> Auto Circus Cop: Leads... 
Big lebowski!?

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

poster: Korthrun
subject: >>>>missing gold
date: Sat Feb 21 14:22:51 2009

On Wed Feb 18 23:42:55 2009 Esoteric wrote post #532:
> > > 
> > Auto Circus Cop: [the Dude asks the Auto Circus Cop if there are any
> > leads on who stole his beater car] Leads, yeah, sure. I'll just
> > check with the boys down at the crime lab, they've got four more
> > detectives working on the case. They got us working in shifts!
> > [laughs]
> > Auto Circus Cop: Leads!
> > [laughs as he walks away]
> > Auto Circus Cop: Leads... 
> Big lebowski!?
The dude abides.

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

poster: Korthrun
subject: TF
date: Tue Feb 24 11:54:06 2009

I put my tf files in SVN. You will have the ability to read the
files without a user/pass.
Good for getting messages etc :)

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

poster: Korthrun
subject: >TF
date: Tue Feb 24 11:54:20 2009

On Tue Feb 24 11:54:06 2009 Korthrun wrote post #534:
> I put my tf files in SVN. You will have the ability to read the
> files without a user/pass.
> Good for getting messages etc :)
riiight
svn://korthrun.net/tf/ is the url