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

poster: Ada
subject: verbose on
date: Thu Sep 21 23:28:17 2000


After leaving a party, it would be nice if it turned verbose back on
instead just staying brief.

- ada

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

poster: Wagro
subject: party join
date: Fri Sep 22 04:10:39 2000

I noticed whenever a party member leaves you see the 
party]: Foo left the party. Can we have a
[party]: Foo joined the party also?

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

poster: Trigon
subject: Hurl Rock
date: Fri Sep 22 22:36:03 2000

Was wondering if a stun message could be put into Hurl Rock when it
stuns. You only know something is stunned the next round.
Trigon

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

poster: Jaws
subject: wish
date: Sat Sep 23 05:54:23 2000

Had an idea for a wish

TCS
TT
This would be like free reinc wish - when used you loose the TP's perm

Temporary Clone - has same race/exp as you lasts until shutdown
can join any guild etc you want, train spells/skills etc
TCS
for those days when you need another you, but a different guild

TI
Not sure if others will like it but
I thought it sounded cool

Jaws

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

poster: Nop
subject: Casting
date: Sat Sep 23 07:00:19 2000

Okay, I've already been told this idea sucks, but I'm posting it 
anyways in the hopes that making it official will encourage someone
to tell me *why* it sucks.

Why not make casting work like this?
1. Player gives command to cast spell.
2. Wait time needed to cast spell.
3. Roll against spell %.  
a.  If succeed, deduct full spell cost from sp, activate spell.
Stop here.
b.  If fail, roll against magical economy %.
i.  If magical economy succeeds, deduct reduced spell cost 
from sp total
ii. Otherwise, deduct full spell cost from sp total
c.  If and only if this was the first attempt (and it failed), 
roll against casting %
i.  If casting succeeds, repeat step 3.
ii.  If casting fails, tough luck.  Give fail message.

If this method is deemed too much in favor of casters, you can add
to step 3c: deduct casting surcharge X (where X is a tunable variable).
But if you did, I'd have to recommend making an option to turn off 
casting, like you can turn off essence eye.
Oh yes, let's pretend this is too hard to code and the wizzes wouldn't
do it anyways...I'd still like to know why the idea sucks, apart from that.

Yours,
Nop.

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

poster: Golte
subject: train credit notify stuff ideas
date: Sat Sep 23 18:13:19 2000

It seems that alot of players while reincing have became surprised when 
their training-credit suddently is exceeded, thereby getting a sucky reinc. 

To avoid that you can either constantly be tapping a calculator or 
having a healer casting ew on you often (which is not easy to find). 

Can we get some notify like: 
You now have only 50% left of your train credit
and one at 10% too, to aid reincing people? 
Maybe more often too, but i whould want them at least at 50% and 10%. 

This is not any kind of secret-for-players-info, since it's 
possible to obtain with above mentioned methods, is it?

/Golte



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

poster: Kaos
subject: >train credit notify stuff ideas
date: Sat Sep 23 18:21:32 2000

On Sat Sep 23 10:13:19 2000 Golte wrote post #6:
> It seems that alot of players while reincing have became surprised when 
> their training-credit suddently is exceeded, thereby getting a sucky reinc. 
> 
> To avoid that you can either constantly be tapping a calculator or 
> having a healer casting ew on you often (which is not easy to find). 
> 
> Can we get some notify like: 
> You now have only 50% left of your train credit
> and one at 10% too, to aid reincing people? 
> Maybe more often too, but i whould want them at least at 50% and 10%. 
> 
> This is not any kind of secret-for-players-info, since it's 
> possible to obtain with above mentioned methods, is it?
> 
> /Golte
> 
> 
Maybe include the amount of xp you can train for free in estimate worth?

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

poster: Sleet
subject: pk
date: Sat Sep 23 18:46:48 2000

if you pk someone you should be able to get there guild item

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

poster: Pedron
subject: >pk
date: Sat Sep 23 18:50:22 2000

On Sat Sep 23 10:46:48 2000 Sleet wrote post #8:
> if you pk someone you should be able to get there guild item
maybe make it so you get their eq and gold while ur at it. :)

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

poster: Sleet
subject: >>pk
date: Sat Sep 23 18:51:14 2000

On Sat Sep 23 10:50:22 2000 Pedron wrote post #9:
> On Sat Sep 23 10:46:48 2000 Sleet wrote post #8:
> > if you pk someone you should be able to get there guild item
> maybe make it so you get their eq and gold while ur at it. :)
just gold on hand though

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

poster: Pedron
subject: >>>pk
date: Sat Sep 23 18:52:47 2000

On Sat Sep 23 10:51:14 2000 Sleet wrote post #10:
> On Sat Sep 23 10:50:22 2000 Pedron wrote post #9:
> > On Sat Sep 23 10:46:48 2000 Sleet wrote post #8:
> > > if you pk someone you should be able to get there guild item
> > maybe make it so you get their eq and gold while ur at it. :)
> just gold on hand though
onhand exp too. (love these 1-line followups)

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

poster: Jaws
subject: pocket watch
date: Sat Sep 23 19:38:49 2000

TI
how about a way to get the thing calibrated
TCS
so it is more accurate

Jaws

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

poster: Pedron
subject: archers revisited
date: Sun Sep 24 01:47:31 2000

I had a thought about the archers guild idea I'm posting real quick.
I was thinking they'd be a bravo guild on the level with floggers 
and defenders of the crown.  Some have suggested making ranged combat 
with such a guild, but I'm thinking it might be easier to just 
use the guild to add some nonphysical damage types to 
the fighter guild tree.  Whether archers make or buy special bows 
and arrows from a guild shop I'll leave in the air.  Just wanted 
to suggest making arrows for the fire, cold, magic, poison, asphyx, psionic, 
acid, whatever other kinds of nonphys damages there are in the 
game.  Could sell bundle of 20 or 100 for x amount of 
gold, or have the archers use a series of skills like gathering materials 
crafting bows and arrows, enchanting bows and arrows(maybe have an
npc enchant 
a bundle of arrows made by the archer for whatever amount of gold 
per bundle.)

Should help fighters level 40+ against monsters very resistant to 
physical damage if they can find out the monster's vulnerabilities 
and make batches of arrows for them.. ..er 50+ I think.
(figh
Er level 40+, I counted right the first time. :)
Anyway, there's my idea.  Just want archers for nonphys damage using 
special arrows.  Ranged combat was always ineffective or way too 
powerful on any other mud I played- did too much damage to be 
fair and was always tuned down to irrelevance in the end.

-pedron

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

poster: Pedron
subject: ranged combat
date: Sun Sep 24 01:49:55 2000

Ranged combat as in being able to hit target player or monster from 
another room.  Genocide mud is the only one to use this well I think and 
only cause all the other players can blast you too. :)

-pedron

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

poster: Phire
subject: >ranged combat
date: Sun Sep 24 01:54:18 2000

On Sat Sep 23 17:49:55 2000 Pedron wrote post #14:
> Ranged combat as in being able to hit target player or monster from 
> another room.  Genocide mud is the only one to use this well I think and 
> only cause all the other players can blast you too. :)
> 
> -pedron

Well I guess it would only be fair to let monsters blast us from another room.

On the earlier post, I don't think it is a good idea to let warriors 
be able to do lots of damage types easily. It would make all blasters
obsolete since warriors are much more durable than blasters and 
add a few healers and the ranged fighters would never need to regen.

Cauldron magic was the closest thing to hitting a monster while not
being in the room and that ended up getting harshly tuned from its original
implentation (use to be little to no throwback, no entry hits - it was
possible to kill 1M+ monsters if you had LOTS of time)
(implentation - > implimentation)

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

poster: Tektor
subject: Archers
date: Sun Sep 24 01:54:45 2000

That would fit more into the Animist guild than the fighter guild.
And we already have more than enough guilds that can find out what
damage types to use. (The Natures Blade guild is sorta like that.)
Not trying to say its a bad idea, jsut think we should have more
unique guilds rather another one thats a mixutre of guild we already
have.

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

poster: Basketball
subject: >archers revisited
date: Sun Sep 24 01:56:24 2000

wait, hold on a tick, the arrows don't do physical damage?
You make me wonder, why an Arrow wouldn't do Phys damage, in the
Fighter Guild..,
if I may add, it makes no sense if you haven't grasped that yet.....

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

poster: Pedron
subject: >Archers
date: Sun Sep 24 01:57:22 2000

On Sat Sep 23 17:54:45 2000 Tektor wrote post #16:
> That would fit more into the Animist guild than the fighter guild.
> And we already have more than enough guilds that can find out what
> damage types to use. (The Natures Blade guild is sorta like that.)
> Not trying to say its a bad idea, jsut think we should have more
> unique guilds rather another one thats a mixutre of guild we already
> have.
Just make the arrows more costly in terms of skills/time/gold, might still 
be helpful if the fighter just needs to knockout a couple blockers or 
try an event against mobs immune to phys damage(like those kressy 
vikings).
Could give the animist or some other guild the ability to make the 
arrows and just let anyone who needs them buy them.
(The way everyone buys lodestones and such from folks who make those)

-pedron

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

poster: Pedron
subject: >>archers revisited
date: Sun Sep 24 01:58:11 2000

On Sat Sep 23 17:56:24 2000 Basketball wrote post #17:
> wait, hold on a tick, the arrows don't do physical damage?
> You make me wonder, why an Arrow wouldn't do Phys damage, in the
> Fighter Guild..,
> if I may add, it makes no sense if you haven't grasped that yet.....
And fighters have a hundred kinds of phys damage and there are a hundred 
kinds of monster strong or even immune to phys damage. :P

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

poster: Tektor
subject: Archers
date: Sun Sep 24 02:00:11 2000

Fighters are not made to have a bunch of different damage types.
Having an archer guild like that is like the Evoker guild we already
have. If you want damage types go Evoker. I personaly think blending
things from one guild tree into another is sorta bland and boring.

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

poster: Phire
subject: >>>archers revisited
date: Sun Sep 24 02:00:32 2000

On Sat Sep 23 17:58:11 2000 Pedron wrote post #19:
> On Sat Sep 23 17:56:24 2000 Basketball wrote post #17:
> > wait, hold on a tick, the arrows don't do physical damage?
> > You make me wonder, why an Arrow wouldn't do Phys damage, in the
> > Fighter Guild..,
> > if I may add, it makes no sense if you haven't grasped that yet.....
> And fighters have a hundred kinds of phys damage and there are a hundred 
> kinds of monster strong or even immune to phys damage. :P
There is a reason why monster are very immune to phys damage.
With healer support, a party of fighters can go nonstop. The only
reason they won't be in combat is walking between kills. No caster
can match that unless the big blast spells costs 5sp.

while it may not be the best "theme" based reasoning, it is totally based
on how thing are balanced in this mud

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

poster: Zane
subject: >>pk
date: Sun Sep 24 02:23:27 2000

On Sat Sep 23 10:50:22 2000 Pedron wrote post #9:
> On Sat Sep 23 10:46:48 2000 Sleet wrote post #8:
> > if you pk someone you should be able to get there guild item
> maybe make it so you get their eq and gold while ur at it. :)
Long ago when the pk system was cool, if you killed a criminal they
would drop all of their gold and eq.

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

poster: Dram
subject: >>>>archers revisited
date: Sun Sep 24 03:26:21 2000

I personally do not see archers making their way here until there a
numerable amounts more of areas with moving monsters. If this mud is
running on the stock code for moving monsters, it would have to be
revamped. When all is said and done it sounds like it would to alot
more time then most guilds would take to implement. I'm not saying
archers is a idea just it coding it is troublesome.

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

poster: Alvin
subject: >Archers
date: Sun Sep 24 03:47:26 2000

On Sat Sep 23 17:54:45 2000 Tektor wrote post #16:
> That would fit more into the Animist guild than the fighter guild.
> And we already have more than enough guilds that can find out what
> damage types to use. (The Natures Blade guild is sorta like that.)
> Not trying to say its a bad idea, jsut think we should have more
> unique guilds rather another one thats a mixutre of guild we already
> have.

Why give any fighter guild more damage types when there are already
plenty of weapons out there that do different damage types?

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

poster: Zifnab
subject: >>>>>archers revisited
date: Sun Sep 24 04:53:29 2000

On Sat Sep 23 19:26:21 2000 Dram wrote post #23:
> I personally do not see archers making their way here until there a
> numerable amounts more of areas with moving monsters. If this mud is
> running on the stock code for moving monsters, it would have to be
> revamped. When all is said and done it sounds like it would to alot
> more time then most guilds would take to implement. I'm not saying
> archers is a idea just it coding it is troublesome.
care to explain why the code would need to be revamped?


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

poster: Kaos
subject: >>Archers
date: Sun Sep 24 13:42:55 2000

On Sat Sep 23 19:47:26 2000 Alvin wrote post #24:
> On Sat Sep 23 17:54:45 2000 Tektor wrote post #16:
> > That would fit more into the Animist guild than the fighter guild.
> > And we already have more than enough guilds that can find out what
> > damage types to use. (The Natures Blade guild is sorta like that.)
> > Not trying to say its a bad idea, jsut think we should have more
> > unique guilds rather another one thats a mixutre of guild we already
> > have.
> 
> Why give any fighter guild more damage types when there are already
> plenty of weapons out there that do different damage types?
They even have a skill called prismic blade.

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

poster: Trex
subject: adds to summary
date: Sun Sep 24 19:36:45 2000

i think it'd be a good idea to add kills to summary.

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

poster: Nop
subject: Flavor for hell?
date: Mon Sep 25 02:20:30 2000

Dunno why I'm posting this....now that little objects fly everywhere
in hell, instead of an orb you touch to revive, why not give the target
a coin that they can give to charon to have him ferry them to mortality
for less?  Revives could be gold, Resses silver, and they could have the face
of the caster imprinted on them...Reincs could be plat or copper, dunno.
Anyhoo.
Nop.


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

poster: Krellen
subject: >>>>pk
date: Mon Sep 25 02:43:00 2000

I hope you all realize that ideas like this are going to be ignored
because the admin have decided that PK isn't something that should
be rewarded in any way (except maybe the emotional gain you get out
of killing another player).

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

poster: Tainted
subject: Ack, not another post on archers....
date: Mon Sep 25 07:19:38 2000

It seems that many people think that if we had an archer guild, it
would best be placed in the animist tree. I agree on that. Most
people agree that archers should also do distant damage. I agree
with that too, in some sense, although I dont think it should be
from another room. Why not have all archery related skills only
usable if the player is not tanking, and isn't taking any damage in
the case of soloing/area spells.
As far as the damage types go, _if_ archers should have any damage
types on thier weapon, they should only be the types that thier
guild's knowledge would usually impart to them; In the case of
animists, only the "elemental" types of fire, air, water, and
earth.
I dont know how difficult it would be to code a skill that would be
broken, or would automatically fail if the user took damage while
the skill was in use, but I believe it would be possible.

- Tranquil's ten cents (yea, 5c is the smallest aussie denomination)


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

poster: Nightfall
subject: player.bugs subjects
date: Mon Sep 25 07:19:44 2000


     When a bug is fixed/closed and posted to the player.bugs
newsgroup could it be altered to make the subject  the
bug id number.  Would make looking for a bug post a little
easier.  Perhaps the id number and then fixed or closed.
Thanks much.

  - NF

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

poster: Nop
subject: Equipping weapons
date: Mon Sep 25 08:33:11 2000

How about a new skill, Weapon Handling, for warriors only, that increases
your effective size/strength only for purposes of what you can wield?
That sounds more exciting to me than just tuning all the WC's down, and
it'd be a perk for those who complain that fighters suck now....only
they can wield the biggest and most kickass weapons.
Just a thought,
Nop.

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

poster: Lu
subject: first idea (i think)
date: Mon Sep 25 08:54:02 2000

hilts added to the game...whe attaching a hilt to your weapon
(differnt hilst..silver, gold, platinum all differnt 'stats) it
makes the wepon 'lighter' so you can wield it with less str
-lu, the fig that doesnt wanna to use a greater str wish to wield her weapons

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

poster: Baer
subject: races on website.
date: Mon Sep 25 11:31:38 2000

The races on the website are now incorrect. Maybe this could be done
similar to guilds so that the most up to date version is always
there?

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

poster: Jaws
subject: >Equipping weapons
date: Mon Sep 25 22:39:30 2000

On Mon Sep 25 00:33:11 2000 Nop wrote post #32:
> How about a new skill, Weapon Handling, for warriors only, that increases
> your effective size/strength only for purposes of what you can wield?
> That sounds more exciting to me than just tuning all the WC's down, and
> it'd be a perk for those who complain that fighters suck now....only
> they can wield the biggest and most kickass weapons.
> Just a thought,
> Nop.
Even further on this - rather than a new skill we have all the skills
already - have the weapon skills already here effect wielding

Jaws

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

poster: Pedron
subject: >>Equipping weapons
date: Tue Sep 26 04:24:52 2000

On Mon Sep 25 14:39:30 2000 Jaws wrote post #35:
> On Mon Sep 25 00:33:11 2000 Nop wrote post #32:
> > How about a new skill, Weapon Handling, for warriors only, that increases
> > your effective size/strength only for purposes of what you can wield?
> > That sounds more exciting to me than just tuning all the WC's down, and
> > it'd be a perk for those who complain that fighters suck now....only
> > they can wield the biggest and most kickass weapons.
> > Just a thought,
> > Nop.
> Even further on this - rather than a new skill we have all the skills
> already - have the weapon skills already here effect wielding
> 
> Jaws
Weapon handling masteries would be cool for wielding higher wc weapons, 
but 'realisticly', if the weapon is monstrous in 
size you'd still have some problems.

Axe of kindle only weighs 10 lbs according to desc, but I imagine it 
to be a big weapon maybe 8 feet long that might weigh 
something more on the order of(pulling numbers out of the air) 80 lbs.
I can see giants and ogier and large minotaurs and herculean humans 
wielding one in either hand easily, but I think admins did a 
fine job keeping stocky cromagnons 
and dwarves(even w/ giant wish) and such 
from being able to handle it easily.

Whatever your mastery of weapons, you still should be strong enough to wield 
it and not too much shorter than the weapon you're trying to 
wield 2 of. :)

pedron's 2 cents

ps>I remember posting a thought that herculean humans and such should 
be able to wield 2-h weapons 1-h with or without the giant wish.
Am sure mine wasn't the critical thought to the changes, but thanks 
anyway for the tune.  Is tricky, but will figure it out. :)

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

poster: Pedron
subject: strength in weapons
date: Tue Sep 26 05:22:26 2000

I was wondering if it would be possible to factor +str granted by a 
weapon into how it's wielded(with 1 or 2 hands or not at all) before 
it's wielded. 

Ex. Player Joe has 150 strength and needs 160 strength to wield Supersword.
Supersword has +13str.  Player Joe is a wimp, but he feels that surge 
of +13str as he grips the hilt of the sword- now Player 
Joe is not a wimp.
Should he not be able to wield the sword?

Might be annoying to tune that way, but would make a 
difference to players already fullgrown who 
want to wield a weapon they can almost wield without advancing 
5 or 10 levels to scrape up the strength the weapon could already 
give them.

Information would be slightly off when they look at weapon not wielded 
since their strength w/o the weapon's +str is checked.
As the player wields the weapon though, the game could check for 
+strength in the weapon, add that to player's strength, and then 
decide if whether to wield the weapon 1-handed or 2-handed.

Danke,
pedron

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

poster: Pedron
subject: wield left/right hand
date: Tue Sep 26 05:30:30 2000

Also would be nice if I could opt to 'wield Ash's sword in left hand',
get it's +str which is just enough to make 
kindle axe wieldable 1-handed, then 
'wield axe in right hand' so it can be my 
primary weapon.

As it stands, I can wield axe in both hands to have it be primary 
weapon, or wield sword and wield axe to wield 
it 1-handed as my secondary weapon.
(tried 'wield sword in left hand' and it says you have no 
'sword in left hand')

-pedron

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

poster: Pedron
subject: wish
date: Tue Sep 26 09:40:52 2000

lesser or greater wish: eat corpses

My understanding eating corpses heals a little bit and 
satitates a little hunger, thought 
it might be an ok wish.

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

poster: Mixer
subject: >pk
date: Tue Sep 26 13:23:58 2000

On Sat Sep 23 10:46:48 2000 Sleet wrote post #8:
> if you pk someone you should be able to get there guild item
Great, so you let someone kill you, then quit/reenter
and now both of you have guild items...

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

poster: Mixer
subject: >pocket watch
date: Tue Sep 26 13:24:58 2000

On Sat Sep 23 11:38:49 2000 Jaws wrote post #12:
> TI
> how about a way to get the thing calibrated
> TCS
> so it is more accurate
> 
> Jaws
Jaws.... For FUCKS sake make a post without your command
lines in it... At least turn off your botting trigs while
you post!
Mix.

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

poster: Pedron
subject: ideas
date: Tue Sep 26 13:26:28 2000

Aggro/hunting castle guards!  Invisible and with the power to summon too..
Those would be like 30 million gold or something though 
I guess..

Would be real fun if castle guards and/or doors 
could block that pesky out exit in the 1st castle room too. :)

-pedron

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

poster: Mixer
subject: >>ranged combat
date: Tue Sep 26 13:27:13 2000

On Sat Sep 23 17:54:18 2000 Phire wrote post #15:
> On Sat Sep 23 17:49:55 2000 Pedron wrote post #14:
> > Ranged combat as in being able to hit target player or monster from 
> > another room.  Genocide mud is the only one to use this well I think and 
> > only cause all the other players can blast you too. :)
> > 
> > -pedron
> 
> Well I guess it would only be fair to let monsters blast us from another
room.
> 
> On the earlier post, I don't think it is a good idea to let warriors 
> be able to do lots of damage types easily. It would make all blasters
> obsolete since warriors are much more durable than blasters and 
> add a few healers and the ranged fighters would never need to regen.
> 
> Cauldron magic was the closest thing to hitting a monster while not
> being in the room and that ended up getting harshly tuned from its original
> implentation (use to be little to no throwback, no entry hits - it was
> possible to kill 1M+ monsters if you had LOTS of time)
> (implentation - > implimentation)
Hmm it was never possible to kill 1m+ as there was always
100% throwback, I believe 920k was the best killed.
*Whispers innocently*

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

poster: Mixer
subject: >>Archers
date: Tue Sep 26 13:28:45 2000

On Sat Sep 23 17:57:22 2000 Pedron wrote post #18:
> On Sat Sep 23 17:54:45 2000 Tektor wrote post #16:
> > That would fit more into the Animist guild than the fighter guild.
> > And we already have more than enough guilds that can find out what
> > damage types to use. (The Natures Blade guild is sorta like that.)
> > Not trying to say its a bad idea, jsut think we should have more
> > unique guilds rather another one thats a mixutre of guild we already
> > have.
> Just make the arrows more costly in terms of skills/time/gold, might still 
> be helpful if the fighter just needs to knockout a couple blockers or 
> try an event against mobs immune to phys damage(like those kressy 
> vikings).
> Could give the animist or some other guild the ability to make the 
> arrows and just let anyone who needs them buy them.
> (The way everyone buys lodestones and such from folks who make those)
> 
> -pedron
The _ONLY_ dtype I could ever see figs getting with a guild like this
is fire, as you might have burning tar on your arrows.
This would obviously involve preparation time, and you couldn't
do it in combat.  This would cover the problem Phire
mentioned...

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

poster: Phire
subject: >>>ranged combat
date: Tue Sep 26 13:42:16 2000

On Tue Sep 26 05:27:13 2000 Mixer wrote post #43:
> On Sat Sep 23 17:54:18 2000 Phire wrote post #15:
> > On Sat Sep 23 17:49:55 2000 Pedron wrote post #14:
> > > Ranged combat as in being able to hit target player or monster from 
> > > another room.  Genocide mud is the only one to use this well I think
and 
> > > only cause all the other players can blast you too. :)
> > > 
> > > -pedron
> > 
> > Well I guess it would only be fair to let monsters blast us from another
> room.
> > 
> > On the earlier post, I don't think it is a good idea to let warriors 
> > be able to do lots of damage types easily. It would make all blasters
> > obsolete since warriors are much more durable than blasters and 
> > add a few healers and the ranged fighters would never need to regen.
> > 
> > Cauldron magic was the closest thing to hitting a monster while not
> > being in the room and that ended up getting harshly tuned from its
original
> > implentation (use to be little to no throwback, no entry hits - it was
> > possible to kill 1M+ monsters if you had LOTS of time)
> > (implentation - > implimentation)
> Hmm it was never possible to kill 1m+ as there was always
> 100% throwback, I believe 920k was the best killed.
> *Whispers innocently*

You missed it when the guild was first opened. Barkley killed the Giant King
it just took forever. 
It is not on his best solo kill because the mud was in nosave at the time.

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

poster: Nop
subject: >>>Equipping weapons
date: Tue Sep 26 20:46:09 2000

On Mon Sep 25 20:24:52 2000 Pedron wrote post #36:
> Weapon handling masteries would be cool for wielding higher wc weapons, 
> but 'realisticly', if the weapon is monstrous in 
> size you'd still have some problems.
> 
> Whatever your mastery of weapons, you still should be strong enough to
wield 
> it and not too much shorter than the weapon you're trying to 
> wield 2 of. :)
> 

Well, my thinking is that just grabbing kindle at any old spot isn't
going to be the most effective way to use it.  If you're skilled 
with slashing weapons, though, you might be able to find Kindle's
balance point, making it much easier to control.  And your finesse with
the weapon means that you throw the weapon out of line less often, making
it less tiring to use, and thus its weight doesn't matter quite so much.
As for Kindle weighing 80 lbs, that sounds really ridiculous.  There's a
huge difference between carrying an 80 lb backpack and swinging an 80 lb
axe.  My arm gets tired after a long fencing match, and they measure its
weight in grams...(it being a fencing foil, sorry).  And typically,
we've got fighters slugging it out toe to toe for "herculean" amounts of time,
so 10 lbs sounds incredibly heavy to me for an axe.  But again, if you
hold the weapon balanced, keep it under tight control, it won't wear so much.
I agree, a faerie should never go around wielding kindle, but I can see
a very skilled dwarf working out his own fighting style with it.

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

poster: Lu
subject: go east
date: Wed Sep 27 00:13:46 2000

talk to gnosis
2
14
y
go south
go southwest
go west
go west
go south
go east
i do not know if wizzes are working on one but diring my trig
resecitation (its really boring) i started thinking of some stuff
the warrior omicrons could use.  I plan on submitting a warrior
omicron guild plan to wizzes whenim finished.  I would like ideas of
what other mudders would like to see.  A few of my ideas may be lame
and not codable or unbalncing but this is what i have so far. 
INcrease Criticals skill or a Harder hits skill, Increase Crits
would sort of be like the greater wish.
Harder Hits would just make normal hits harder...for example if you
would normally do 10-12 damage (newbie numbers casuse im not a
highbie) training harder hits to would let you do maybe 14-18 or
less...may need tuned if its too good or maybe its ridilcuous as
is..jsut a thought,
Also thinking maybe a Frenzy attack that when a doublehit is
successful you get another attack or maybe another skill like
whirlwind so omicrons get another extra attack, or both.
Was also thikning maybe regeneration...mite be unbvalanced but maybe
help figs solo a littel better, to the % regen was trained theree
would be a chance that a tick would b double or a tock would be
doubled depening on what happened..ie whether you ticked or tocked
normally.
Just some thoughts, would not only like to hear about other ideas
but even what you think of my ideas, constructive criticism accepted
here :).  Would like to hear from wizzes and players alike.
Lu, the giddy tank casue she finally hit 1k hps.

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

poster: Lu
subject: sorry
date: Wed Sep 27 00:14:42 2000

seems my warrior_guild macro kicked in there, my apologiees.
Lu, again

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

poster: Jaws
subject: >>pocket watch
date: Wed Sep 27 00:15:30 2000

On Tue Sep 26 05:24:58 2000 Mixer wrote post #41:
> On Sat Sep 23 11:38:49 2000 Jaws wrote post #12:
> > TI
> > how about a way to get the thing calibrated
> > TCS
> > so it is more accurate
> > 
> > Jaws
> Jaws.... For FUCKS sake make a post without your command
> lines in it... At least turn off your botting trigs while
> you post!
> Mix.
mix whats yer problem - and TI - is tick and TCS - is in response to the w
pocket watch going off - which as you all can see the watch is a little off
If you feel I bot, report it to the admin, otherwise stfu

Jaws

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

poster: Apathy
subject: >>>pocket watch
date: Wed Sep 27 00:20:39 2000

On Tue Sep 26 16:15:30 2000 Jaws wrote post #49:
> On Tue Sep 26 05:24:58 2000 Mixer wrote post #41:
> > On Sat Sep 23 11:38:49 2000 Jaws wrote post #12:
> > > TI
> > > how about a way to get the thing calibrated
> > > TCS
> > > so it is more accurate
> > > 
> > > Jaws
> > Jaws.... For FUCKS sake make a post without your command
> > lines in it... At least turn off your botting trigs while
> > you post!
> > Mix.
> mix whats yer problem - and TI - is tick and TCS - is in response to the w
> pocket watch going off - which as you all can see the watch is a little off
> If you feel I bot, report it to the admin, otherwise stfu
> 
> Jaws

What's so difficult about adding a fucking ! to the beginning of
your triggers to avoid it?

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

poster: Golte
subject: >go east
date: Wed Sep 27 01:35:46 2000

On Tue Sep 26 16:13:46 2000 Lu wrote post #47:
> I plan on submitting a warrior
> omicron guild plan to wizzes whenim finished.  I would like ideas of
> what other mudders would like to see.  A few of my ideas may be lame
> and not codable or unbalncing but this is what i have so far. 
> INcrease Criticals skill or a Harder hits skill, Increase Crits
> would sort of be like the greater wish.
> Harder Hits would just make normal hits harder...for example if you
> would normally do 10-12 damage (newbie numbers casuse im not a
> highbie) training harder hits to would let you do maybe 14-18 or
> less...may need tuned if its too good or maybe its ridilcuous as
> is..jsut a thought,

Yes, some skill to increase criticals whould be nice. Warriors should 
be the ones to get "highest weapon hit", instead of these thieves and 
ma's that usually show up on hits. 

Another idea for warrior omicrom is a skill to resist all nonphys 
types, which will aid big eq-tanks, especially on those monsters that 
do phys for a while, and then hit with a strong special of holy damage. 
I think an ma omicrom skill works similar. 


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

poster: Sigwald
subject: >strength in weapons
date: Wed Sep 27 15:44:05 2000

On Mon Sep 25 21:22:26 2000 Pedron wrote post #37:
> I was wondering if it would be possible to factor +str granted by a 
> weapon into how it's wielded(with 1 or 2 hands or not at all) before 
> it's wielded. 
> 
> Ex. Player Joe has 150 strength and needs 160 strength to wield Supersword.
> Supersword has +13str.  Player Joe is a wimp, but he feels that surge 
> of +13str as he grips the hilt of the sword- now Player 
> Joe is not a wimp.
> Should he not be able to wield the sword?
> 
> Might be annoying to tune that way, but would make a 
> difference to players already fullgrown who 
> want to wield a weapon they can almost wield without advancing 
> 5 or 10 levels to scrape up the strength the weapon could already 
> give them.
> 
> Information would be slightly off when they look at weapon not wielded 
> since their strength w/o the weapon's +str is checked.
> As the player wields the weapon though, the game could check for 
> +strength in the weapon, add that to player's strength, and then 
> decide if whether to wield the weapon 1-handed or 2-handed.
> 
> Danke,
> pedron

Nope that would be really annoying to code, and it has a quite 
limited effect since it would really affect a limited number
of items for a limited number of players.

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

poster: Lu
subject: new eq
date: Wed Sep 27 18:57:04 2000

id like a newb pice of eq...infra glasses like ring of infra...sold
at ring shop or something like it..thnaks
-lu, the whiner
or maybe not a whiner

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

poster: Zifnab
subject: >new eq
date: Wed Sep 27 19:06:41 2000

On Wed Sep 27 10:57:04 2000 Lu wrote post #53:
> id like a newb pice of eq...infra glasses like ring of infra...sold
> at ring shop or something like it..thnaks
> -lu, the whiner
> or maybe not a whiner
what is the problem with the ring sold in the shop?

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

poster: Lu
subject: problem with ring in shop
date: Wed Sep 27 19:28:01 2000

i have 2 cenoba rings and at nite time cant wear both cause of infra
ring, if glasses gave infra like the ring i could wear both cenobas,
im sure many other people may feel the same way, eyes arent a very
popular fighter slot and the woo mask is a tad expensive if anyone
would actually sell em
-lu

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

poster: Apathy
subject: >problem with ring in shop
date: Wed Sep 27 19:30:23 2000

On Wed Sep 27 11:28:01 2000 Lu wrote post #55:
> i have 2 cenoba rings and at nite time cant wear both cause of infra
> ring, if glasses gave infra like the ring i could wear both cenobas,
> im sure many other people may feel the same way, eyes arent a very
> popular fighter slot and the woo mask is a tad expensive if anyone
> would actually sell em
> -lu

So go kill the beaver king. He has infra glasses.

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

poster: Sleet
subject: >Ack, not another post on archers....
date: Wed Sep 27 21:36:15 2000

why wouldnt an herblist use poison damage too?

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

poster: Sleet
subject: >>pk
date: Wed Sep 27 21:38:34 2000

nono youd lose it till you killed them

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

poster: Lu
subject: pk/sleet
date: Wed Sep 27 21:40:01 2000

how bout to lead a race you need to pk reg

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

poster: Zifnab
subject: idea
date: Wed Sep 27 22:33:52 2000

Original bug report by Caliban on Wed Sep 27 14:31:33 2000

Bug reported from /domains/city/advguild/adv--

Could the throw back % be looked at some i believe accordig to samael a long
while
ago any monsies under 75k had no chance of throw back. And now i just got
multiple throwbacks from a 30k spectator.


This is not a bug report, its hard enough to keep the list of bugs
or perceived bugs small without having to sift through extra stuff.

please use 'bug' for bugs, thanks.

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

poster: Pedron
subject: >new eq
date: Wed Sep 27 23:36:43 2000

On Wed Sep 27 10:57:04 2000 Lu wrote post #53:
> id like a newb pice of eq...infra glasses like ring of infra...sold
> at ring shop or something like it..thnaks
> -lu, the whiner
> or maybe not a whiner
King Beaver's Glasses. ;>  Cost a bit of money, but worth it to keep 
the ring slot free.  Spidranox warhide and trainer belt are a couple 
good fig eqs I can think of with +infra in them too(and all the other 
nice stats)

-pedron

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

poster: Pedron
subject: >>new eq
date: Wed Sep 27 23:39:49 2000

Could also reinc to Ogier and be a slightly tuned 
version of giant with infravision.
(re infra glasses post)

-pedron

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

poster: Locke
subject: mana spike
date: Thu Sep 28 01:33:33 2000

There should be a spell called mana spike that would be a prot on
yourself to hurt mana drainers/ encourage them to blow up.  that
would be really neat =)
-L

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

poster: Dynomas
subject: Infra spell
date: Thu Sep 28 01:48:16 2000

Perhaps cleric or weavers should be able to cast a spell which
temporarily bestows +infra to target.
Just a thought.

-Dynomas ChainFail

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

poster: Arkangyle
subject: news group follow-ups
date: Thu Sep 28 01:54:25 2000

  I'm noticing that the majority of the "ideas" posts today are not
really ideas, but rather follow-ups to one.  Could there be an
additional argument added to news follow-ups (exa: F general or f
obscene) that would allow us to follow-up the post in a more
appropriate group.

-Arkangyle

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

poster: Ada
subject: timezones
date: Thu Sep 28 06:03:31 2000


rltime to list lots of different timezones, not just denver one.
would help a lot.

- ada who doesn't know diddly about timezones

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

poster: Chemosh
subject: >pk/sleet
date: Thu Sep 28 08:12:56 2000

On Wed Sep 27 13:40:01 2000 Lu wrote post #59:
> how bout to lead a race you need to pk reg
i know we have discussed this over and over and over again andin the
last year it seems we are moving away from the ability for players
to kill other players, but should this trend be reversed i would
like to see thieves get auto pk reg and auto pk unreg (when they
reinc to an  another guild).

reason: gives those people that are already pk reg'd to 'punish'
those thieves that like to steal (i know pick pocket takes like
bugger all gold but its the principle)


hrm i cant see what i am typing so i will stop now i think

hrm maybe this should even be in ideas, but this post made me post it

chemosh


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

poster: Zuperb
subject: >timezones
date: Thu Sep 28 16:15:09 2000

Yep, best idea I heard in a while. CET and so on.. 

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

poster: Apathy
subject: >news group follow-ups
date: Thu Sep 28 18:31:13 2000

On Wed Sep 27 17:54:25 2000 Arkangyle wrote post #65:
>   I'm noticing that the majority of the "ideas" posts today are not
> really ideas, but rather follow-ups to one.  Could there be an
> additional argument added to news follow-ups (exa: F general or f
> obscene) that would allow us to follow-up the post in a more
> appropriate group.
> 
> -Arkangyle

You can always post a follow-up and then move it with the M command.
Anyway, imho, this is the sensible place for ideas follow-ups,
because ideas follow-ups often contain ideas inside themselves, and
even when they don't, it makes it easier to follow the thread when
everything's in one group. Moreover, some people might read one
group but not the other (the only group that's really important to
read is inform, and maybe player.bugs). So some people might see the
original idea and then miss all the follow-ups, which might be every
bit as relevant. Or, some people might read general but not ideas,
and get all this unwanted idea-followup spam that they have to skip
through.

-Apathy's 2M

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

poster: Apathy
subject: >timezones
date: Thu Sep 28 18:33:07 2000

On Wed Sep 27 22:03:31 2000 Ada wrote post #67:
> rltime to list lots of different timezones, not just denver one.
> would help a lot.
> 
> - ada who doesn't know diddly about timezones

This is a good idea, but it may be a bit difficult because timezones
can get pretty complicated. For example, the part of Indiana where I
live is on Eastern Standard all year round, i.e. it never switches
to Daylight Savings time.

-Apathy

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

poster: Trigon
subject: Ignore
date: Thu Sep 28 18:53:15 2000

Would it be possible if someone has you on ignore that they don't
even see you in a room?  I dunno, if someone who has me on ignore
can see me to pickpocket me or emote to me and I can't do anything
back seems wrong.
Trigon

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

poster: Apathy
subject: >Ignore
date: Thu Sep 28 18:55:28 2000

On Thu Sep 28 10:53:15 2000 Trigon wrote post #72:
> Would it be possible if someone has you on ignore that they don't
> even see you in a room?  I dunno, if someone who has me on ignore
> can see me to pickpocket me or emote to me and I can't do anything
> back seems wrong.
> Trigon

Ignore them back.

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

poster: Trigon
subject: >>Ignore
date: Thu Sep 28 18:56:04 2000

On Thu Sep 28 10:55:28 2000 Apathy wrote post #73:
> On Thu Sep 28 10:53:15 2000 Trigon wrote post #72:
> > Would it be possible if someone has you on ignore that they don't
> > even see you in a room?  I dunno, if someone who has me on ignore
> > can see me to pickpocket me or emote to me and I can't do anything
> > back seems wrong.
> > Trigon
> 
> Ignore them back.
But then I don't get the nice message Foo is ready to perform his
skill so I know he's stealing from me.  Plus I don't like to ignore
people.

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

poster: Tigran
subject: >Ignore
date: Thu Sep 28 18:57:19 2000

On Thu Sep 28 10:53:15 2000 Trigon wrote post #72:
> Would it be possible if someone has you on ignore that they don't
> even see you in a room?  I dunno, if someone who has me on ignore
> can see me to pickpocket me or emote to me and I can't do anything
> back seems wrong.
> Trigon
Well, I think there is a bit of misunderstanding here.  AFAIK if
someone has you on ignore no message that comes from you will be
seen by them.  This includes attack messages, (though they should
see themselves attack back), entering a room, leaving a room, saying
anything, pickpocketing, defacating on, spitting on, mooning, or any
other action by you.  Unless you are also ignoring them, you will
see any action that they do.  If the person looks, he should see you
in the room because you did not initiate that message that is
created.

T

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

poster: Basketball
subject: The Elemental Fighters
date: Thu Sep 28 21:21:40 2000

It just hit me on what a cool guild would be, that, would allow
Certain Damage Types to take effect (See practically all of Pedron's
Post of lat)
err, late
Anyways, we could drop this into Both MA's And Warriors.
The Elemental Fighters
It would allow you to charge a weapon, focus on your fists or legs
to have an extra effect when hitting something, etcetera, etcetera,
etcetera.

It
will make the fighter's guild versatile, and, not have to jump to a
different system for it to work.

Basketball, the, uhm, Ball

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

poster: Tektor
subject: >Elemental Fighters
date: Thu Sep 28 21:49:38 2000

You guys should really look at the other guild trees to see what we
have before asking for something that does exist. Try looking at the
Woodsmen part of Animist.

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

poster: Basketball
subject: >>Elemental Fighters
date: Thu Sep 28 22:25:32 2000

We want FIGHTERS. Not Animists. I think an Electric Flogger would be
great. It would pump the crappy guilds high up a wee bit.

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

poster: Denim
subject: Electric flogger.
date: Thu Sep 28 22:27:51 2000

Help on skill          :  Lightning whip
Guild Level            :  Bravo
Skill type             :  Enchantment
Protection category    :  Minor
Average duration       :  Very low
Number of stacks       :  1
Ep Cost                :  403
Using time             :  3 rounds

Look into the guild trees before you write posts about a guild.
Just makes you look worse than you already do.

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

poster: Tektor
subject: >Elemental Fighters
date: Thu Sep 28 22:34:11 2000

Look at the whole woodsmen tree they are fighters. They also have
what you are talking about. Blade Dancer has some skills for other
damage types. This stuff already exists at the higher end.

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

poster: Apathy
subject: >Electric flogger.
date: Thu Sep 28 23:53:43 2000

On Thu Sep 28 14:27:51 2000 Denim wrote post #79:
> Help on skill          :  Lightning whip
> Guild Level            :  Bravo
> Skill type             :  Enchantment
> Protection category    :  Minor
> Average duration       :  Very low
> Number of stacks       :  1
> Ep Cost                :  403
> Using time             :  3 rounds
> 
> Look into the guild trees before you write posts about a guild.
> Just makes you look worse than you already do.

erm, afaik, that skill has nothing to do with damage types, just
with the speed the flogger can wield the whip with

-Apathy

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

poster: Locke
subject: Summary Options
date: Sat Sep 30 03:25:25 2000

Cool idea would be like success_rate, to be able to reset summary,
but like to reset certain parts ie->summary reset #deaths.
-L

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

poster: Pedron
subject: >Summary Options
date: Sat Sep 30 03:27:22 2000

On Fri Sep 29 19:25:25 2000 Locke wrote post #82:
> Cool idea would be like success_rate, to be able to reset summary,
> but like to reset certain parts ie->summary reset #deaths.
> -L
I want the 1 pk from when tigran killed the mud 
cleared from my summary pk info. :)

-pedron

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

poster: Killaaz
subject: d
date: Sat Sep 30 10:06:52 2000



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

poster: Killaaz
subject: witches
date: Sat Sep 30 10:09:16 2000

Dont think that throw back is that big problem..when i tried witches
this time i maxxed all masterys and the spells that i needed.
From 4 sidhes i could get 1 potion back out of 10 and max of 3..with
spellspeed and a heal spell from animist i could solo not to bad.
Ya just need to have high % in the skills spells and it works fine:)

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

poster: Denim
subject: Thruster
date: Sat Sep 30 19:58:17 2000

Just a thought,but the Thruster looks more like an Assassin omricon.
I think it would fit in a bit better there since it enhances
piercing weapon skills.
Denim

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

poster: Arkangyle
subject: New navigator spell: Dimension door
date: Sat Sep 30 22:54:21 2000

Description: 1 round spell that transports the navigator to a random
room VERY near to his current location.

Possible uses: evading fast tracking monsters

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

poster: Sleet
subject: >Thruster
date: Sun Oct  1 02:12:02 2000

i think warriors dont use piercing weapons enough too many of um
relay on blunt and slashing weapons when they should be using alot
more

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

poster: Wagro
subject: toy shop
date: Sun Oct  1 03:06:11 2000

actually this is ada's idea, but can we make the toy shop sell stuff
like footballs,boomerangs,snowballs etc? those are really fun

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

poster: Zifnab
subject: >toy shop
date: Sun Oct  1 03:13:59 2000

On Sat Sep 30 19:06:11 2000 Wagro wrote post #93:
> actually this is ada's idea, but can we make the toy shop sell stuff
> like footballs,boomerangs,snowballs etc? those are really fun
it used to... I got overruled and they were removed.

might be able to swing having them sold on oddworld.

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

poster: Trigon
subject: Evokers
date: Sun Oct  1 04:28:49 2000

Since there is a skill to focus the evoker amulet to a specific
damage type, would it be possible to make a command or another skill
to unfocus it?
Trigon

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

poster: Jaws
subject: TI
date: Sun Oct  1 21:39:44 2000

party thing
in party status
have it show if member is in combat or not

Jaws

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

poster: Tigran
subject: >TI
date: Mon Oct  2 05:51:26 2000

On Sun Oct  1 13:39:44 2000 Jaws wrote post #96:
> party thing
> in party status
> have it show if member is in combat or not
> 
> Jaws
The idea behind parties is primarily to fight together is it not?  I
realize there might be a few exceptions for abjs out of the
room..but couldn't they watch their screen for the most part?

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

poster: Trax
subject: Tin cans in inventory
date: Mon Oct  2 18:20:30 2000

Rather than spamming inventory with tin cans of shit, tin cans of
vomit, tin cans of food, tin cans of meat...I was wondering if it
could be condensed to one line of tin cans or something...just an
idea.

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

poster: Tigran
subject: >Tin cans in inventory
date: Mon Oct  2 18:26:46 2000

On Mon Oct  2 10:20:30 2000 Trax wrote post #98:
> Rather than spamming inventory with tin cans of shit, tin cans of
> vomit, tin cans of food, tin cans of meat...I was wondering if it
> could be condensed to one line of tin cans or something...just an
> idea.
Yeah, and all swords no matter which they are into 'sword' all gems
into 'gem' all lodestones regardless of color into 'stone'

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

poster: Sleet
subject: >>Tin cans in inventory
date: Mon Oct  2 23:43:44 2000

On Mon Oct  2 10:26:46 2000 Tigran wrote post #99:
> On Mon Oct  2 10:20:30 2000 Trax wrote post #98:
> > Rather than spamming inventory with tin cans of shit, tin cans of
> > vomit, tin cans of food, tin cans of meat...I was wondering if it
> > could be condensed to one line of tin cans or something...just an
> > idea.
> Yeah, and all swords no matter which they are into 'sword' all gems
> into 'gem' all lodestones regardless of color into 'stone'
ya but dont cans of shit and cans of meat effect health the same way?

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

poster: Wagro
subject: ignore
date: Tue Oct  3 00:05:30 2000

people that ignore you shouldn't be able to send you tells

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

poster: Zifnab
subject: >ignore
date: Tue Oct  3 00:14:02 2000

On Mon Oct  2 16:05:30 2000 Wagro wrote post #101:
> people that ignore you shouldn't be able to send you tells
I am _not_ changing ignore in any fashion.

I am not going to stop people from mailing you if you 
are ignored.

The dragon channel currently sounds like my daughter and her friends
arguing, but then gain they are 6.

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

poster: Pedron
subject: >>ignore
date: Tue Oct  3 00:32:34 2000

On Mon Oct  2 16:14:02 2000 Zifnab wrote post #102:
> On Mon Oct  2 16:05:30 2000 Wagro wrote post #101:
> > people that ignore you shouldn't be able to send you tells
> I am _not_ changing ignore in any fashion.
> 
> I am not going to stop people from mailing you if you 
> are ignored.
> 
> The dragon channel currently sounds like my daughter and her friends
> arguing, but then gain they are 6.
Can put all the people on your 'ignored' list into 
your ignore list.
Will filter the tells and last channel will pickup 
whatever parts of conversation you care to here from them.

-pedron had a dozen people on ignore and ignored lists once. :)

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

poster: Wagro
subject: clan summon
date: Tue Oct  3 00:51:11 2000

maybe have a clan summon command? or maybe it should be a special
spell givin to clan members and they could train it with the clan
guy (forgot his name).

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

poster: Apathy
subject: >>>ignore
date: Tue Oct  3 02:13:42 2000

On Mon Oct  2 16:32:34 2000 Pedron wrote post #103:
> On Mon Oct  2 16:14:02 2000 Zifnab wrote post #102:
> > On Mon Oct  2 16:05:30 2000 Wagro wrote post #101:
> > > people that ignore you shouldn't be able to send you tells
> > I am _not_ changing ignore in any fashion.
> > 
> > I am not going to stop people from mailing you if you 
> > are ignored.
> > 
> > The dragon channel currently sounds like my daughter and her friends
> > arguing, but then gain they are 6.
> Can put all the people on your 'ignored' list into 
> your ignore list.
> Will filter the tells and last channel will pickup 
> whatever parts of conversation you care to here from them.
> 
> -pedron had a dozen people on ignore and ignored lists once. :)

Maybe that says something.

-Apathy, who has no people on either list.

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

poster: Pedron
subject: >>>>ignore
date: Tue Oct  3 02:41:17 2000

On Mon Oct  2 18:13:42 2000 Apathy wrote post #105:
> On Mon Oct  2 16:32:34 2000 Pedron wrote post #103:
> > On Mon Oct  2 16:14:02 2000 Zifnab wrote post #102:
> > > On Mon Oct  2 16:05:30 2000 Wagro wrote post #101:
> > > > people that ignore you shouldn't be able to send you tells
> > > I am _not_ changing ignore in any fashion.
> > > 
> > > I am not going to stop people from mailing you if you 
> > > are ignored.
> > > 
> > > The dragon channel currently sounds like my daughter and her friends
> > > arguing, but then gain they are 6.
> > Can put all the people on your 'ignored' list into 
> > your ignore list.
> > Will filter the tells and last channel will pickup 
> > whatever parts of conversation you care to here from them.
> > 
> > -pedron had a dozen people on ignore and ignored lists once. :)
> 
> Maybe that says something.
> 
> -Apathy, who has no people on either list.
I also had a couple people on both friends check and ignored list.
Means nothing and my ignore list is clear more or less now. :P

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

poster: Sleet
subject: >>>>>ignore
date: Tue Oct  3 02:42:03 2000

On Mon Oct  2 18:41:17 2000 Pedron wrote post #106:
> On Mon Oct  2 18:13:42 2000 Apathy wrote post #105:
> > On Mon Oct  2 16:32:34 2000 Pedron wrote post #103:
> > > On Mon Oct  2 16:14:02 2000 Zifnab wrote post #102:
> > > > On Mon Oct  2 16:05:30 2000 Wagro wrote post #101:
> > > > > people that ignore you shouldn't be able to send you tells
> > > > I am _not_ changing ignore in any fashion.
> > > > 
> > > > I am not going to stop people from mailing you if you 
> > > > are ignored.
> > > > 
> > > > The dragon channel currently sounds like my daughter and her friends
> > > > arguing, but then gain they are 6.
> > > Can put all the people on your 'ignored' list into 
> > > your ignore list.
> > > Will filter the tells and last channel will pickup 
> > > whatever parts of conversation you care to here from them.
> > > 
> > > -pedron had a dozen people on ignore and ignored lists once. :)
> > 
> > Maybe that says something.
> > 
> > -Apathy, who has no people on either list.
> I also had a couple people on both friends check and ignored list.
> Means nothing and my ignore list is clear more or less now. :P
thats it yall spammin me , puttin everyone single one of ya on ignore ;)

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

poster: Pedron
subject: >>>>>>ignore
date: Tue Oct  3 02:42:39 2000

On Mon Oct  2 18:42:03 2000 Sleet wrote post #107:
> On Mon Oct  2 18:41:17 2000 Pedron wrote post #106:
> > On Mon Oct  2 18:13:42 2000 Apathy wrote post #105:
> > > On Mon Oct  2 16:32:34 2000 Pedron wrote post #103:
> > > > On Mon Oct  2 16:14:02 2000 Zifnab wrote post #102:
> > > > > On Mon Oct  2 16:05:30 2000 Wagro wrote post #101:
> > > > > > people that ignore you shouldn't be able to send you tells
> > > > > I am _not_ changing ignore in any fashion.
> > > > > 
> > > > > I am not going to stop people from mailing you if you 
> > > > > are ignored.
> > > > > 
> > > > > The dragon channel currently sounds like my daughter and her friends
> > > > > arguing, but then gain they are 6.
> > > > Can put all the people on your 'ignored' list into 
> > > > your ignore list.
> > > > Will filter the tells and last channel will pickup 
> > > > whatever parts of conversation you care to here from them.
> > > > 
> > > > -pedron had a dozen people on ignore and ignored lists once. :)
> > > 
> > > Maybe that says something.
> > > 
> > > -Apathy, who has no people on either list.
> > I also had a couple people on both friends check and ignored list.
> > Means nothing and my ignore list is clear more or less now. :P
> thats it yall spammin me , puttin everyone single one of ya on ignore ;)
Hey, ur ontributing to the spam too. :)

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

poster: Atrus
subject: ignore (for the last time)
date: Tue Oct  3 02:57:59 2000

I am sick of hearing people whine about ignore stuff. Just get over
it already. No matter what you do, there will be annoying people,
thats a fact. The ignore system we have now is fine. Other muds I've
played on don't even take time to install a command like that. 
Just be happy with the command and stop whining about it.

Atrus doesn't rhyme with matress

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

poster: Nyx
subject: >ignore (for the last time)
date: Tue Oct  3 03:43:52 2000

On Mon Oct  2 18:57:59 2000 Atrus wrote post #109:
> I am sick of hearing people whine about ignore stuff. Just get over
> it already. No matter what you do, there will be annoying people,
> thats a fact. The ignore system we have now is fine. Other muds I've
> played on don't even take time to install a command like that. 
> Just be happy with the command and stop whining about it.
> 
> Atrus doesn't rhyme with matress
Cant you all just ignore people the old fashion way? I don't have
anyone on ignore, never have. And I have only been ignored by a
scarce few. Doesn;t mean I love everyone. :)

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

poster: Atrus
subject: ingore again
date: Tue Oct  3 03:45:37 2000

What do you mean "you all"? I don't put people on ignore list either.
*Sorry for the short post*

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

poster: Hierokliff
subject: spam.
date: Tue Oct  3 08:44:34 2000

For fucksakes, stop post stupid things that has nothing to do with
the mud in this news group, its a bit annoying to see 20 news post
in ideas.
when they are all about something that really aint about the mud,
just about stupid users that cant handle certain things (ignore
etc)
And let news.ideas be for new ideas (good or bad) to addon to the mud. 
//Hierokliff 

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

poster: Javier
subject: Countries
date: Wed Oct  4 00:15:57 2000

More a want than an idea...I would be nice if Countries recognized
people from Canada as people from Canada instead of the US :P And no
jokes about Canada really being part of the US, blah blah blah....
Javi

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

poster: Zifnab
subject: >Countries
date: Wed Oct  4 00:25:38 2000

On Tue Oct  3 16:15:57 2000 Javier wrote post #113:
> More a want than an idea...I would be nice if Countries recognized
> people from Canada as people from Canada instead of the US :P And no
> jokes about Canada really being part of the US, blah blah blah....
> Javi
tell your ISP to register you ip as canadien then.

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

poster: Magneto
subject: >Countries
date: Wed Oct  4 00:25:50 2000

On Tue Oct  3 16:15:57 2000 Javier wrote post #113:
> More a want than an idea...I would be nice if Countries recognized
> people from Canada as people from Canada instead of the US :P And no
> jokes about Canada really being part of the US, blah blah blah....
> Javi
there are no jokes about it.  Just reality

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

poster: Sleet
subject: obscene
date: Wed Oct  4 02:37:51 2000

due away with obscene channel and make everything obscene accepatable
on normal channels

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

poster: Javier
subject: >>Countries
date: Wed Oct  4 02:53:54 2000

On Tue Oct  3 16:25:38 2000 Zifnab wrote post #114:
> On Tue Oct  3 16:15:57 2000 Javier wrote post #113:
> > More a want than an idea...I would be nice if Countries recognized
> > people from Canada as people from Canada instead of the US :P And no
> > jokes about Canada really being part of the US, blah blah blah....
> > Javi
> tell your ISP to register you ip as canadien then.
Ages ago, with the initial countries system, it would indicate I was
from Canada. After we converted to the last countries system (with
net/com, etc...) I was just indicated under "net"...now that we have
this countries system, I'm from the US...I've been using the same
ISP from the beginning...
Javi

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

poster: Zane
subject: Why not?
date: Wed Oct  4 04:44:55 2000

Please allow typo reports to be posted while in hell.
Zane

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

poster: Apathy
subject: >obscene
date: Wed Oct  4 17:55:03 2000

On Tue Oct  3 18:37:51 2000 Sleet wrote post #116:
> due away with obscene channel and make everything obscene accepatable
> on normal channels

and basically just screw over the people who might be offended by it?

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

poster: Zifnab
subject: >>obscene
date: Wed Oct  4 17:56:25 2000

On Wed Oct  4 09:55:03 2000 Apathy wrote post #119:
> On Tue Oct  3 18:37:51 2000 Sleet wrote post #116:
> > due away with obscene channel and make everything obscene accepatable
> > on normal channels
> 
> and basically just screw over the people who might be offended by it?
this wont happen, dont worry, if anytyhing we allow too much 
leeway (sp) in this.  on the other hand I dont want to be a prick and
throw the rule in the face of everyone. (notice the rule's wording
was changed a few weeks back).

z

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

poster: Sleet
subject: >>obscene
date: Wed Oct  4 23:45:59 2000

On Wed Oct  4 09:55:03 2000 Apathy wrote post #119:
> On Tue Oct  3 18:37:51 2000 Sleet wrote post #116:
> > due away with obscene channel and make everything obscene accepatable
> > on normal channels
> 
> and basically just screw over the people who might be offended by it?
point taken
didnt think anyone really would mind

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

poster: Sleet
subject: grap
date: Thu Oct  5 00:35:48 2000

maybe make grap cost less sp when casted on ya self

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

poster: Erec
subject: Two animist tree ideas
date: Thu Oct  5 18:24:12 2000

Two ideas.  First of  all, for animal tamers: If one doesn't 
bother renaming ones familiars, they have a name that indicates
to everyone whose they are.  I've taken to not renaming mine 
just so as not to lose this.  It would be nice if there was some
way of keeping the "following " part of there name after
their being renamed.

My second idea has to do with natures blades and shields.  There
is currently no way of getting rid of them, say if you train
the skill some and want a better one, short of quitting.  I think
it'd be neat if you could throw them on a fire or some such, when
done with them.  Even neater, though more of a pain, I'm sure, 
would be to plant them when done with them, and come back 6 hours 
later to find a (useless) tree sitting there until the next 
reboot :-)

			-Erec

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

poster: Baer
subject: quests command
date: Fri Oct  6 03:21:28 2000

Without ansi on, I cannot see what quests I have completed.
Could we add some symbol to denote quest already done?

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

poster: Wildchild
subject: lava mages
date: Fri Oct  6 21:23:32 2000

Lava mages are supposed to be the end-all of exp, both for solo and
exp. However, since the tunes, lava effectiveness isn't as good as
it was (nor mist mage) and compared to animists, elementals are like
something best left unsaid in exp parties.
A druid can get all teh guilds in their tree cept one of the gammas,
including getting into the omnicron, at level 70.
This means you get all the more powerful (although more expensive)
spells quicker.
Lava and mist mages though, have to wait until level 80 or 90 to get
into their omnicron, and have an awfully high worth because of the
levels involved. And if you're a mist mage or lava mage, you're
stuck at about the same rate/dmg for a good 20-30 levels until you
can get nether mage.
Somebody suggested to me moving magma boulder to level 10 lava to
keep people from just getting it at level 42 and then level
inflating from there cause they can use body of stone.
I don't know if that would solve anything, but it would be nice if
lavas had a pure fire spell and/or a mastery like mist mage to help
offset magma boulder doing mostly phys, which every monsie under teh
sun is resist to.

Or, if ever possible, another pair of bravos to match lava and mist
that would allow more combinations, so maybe you go earth, fire,
wind, join two bravos thru those three, then go nether, cutting down
that 4th gamma.

-WildChild

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

poster: Wildchild
subject: typos
date: Sat Oct  7 08:46:41 2000

Maybe do something similar for typo reports like bug reports, so we
can see when they are fixed... doesn't have to be to news obviously,
just to the player that reported it.

-WildChild

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

poster: Kazulanth
subject: Neelix
date: Sat Oct  7 18:33:32 2000

We should be able to discard some of our packages. For instance, I
have three packages with him, but two consist of six or seven
lodestones, and the third of some firewood and a tinder box.

--kaz

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

poster: Nop
subject: >lava mages
date: Sat Oct  7 18:57:57 2000

On Fri Oct  6 13:23:32 2000 Wildchild wrote post #125:
> Lava mages are supposed to be the end-all of exp, both for solo and
> exp. However, since the tunes, lava effectiveness isn't as good as
> it was (nor mist mage) and compared to animists, elementals are like
> something best left unsaid in exp parties.
Forgive the newbie for upsetting the MUD's natural order,
but I've never read any help file anywhere that said the
Lava Mage is the end-all of exp, or even that it was 
intended as such.  Please, enlighten me further.  If the
lava mage is the be-all end-all of exp, just what roles do
the other guilds play?
Curious,
Nop.

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

poster: Zifnab
subject: >Neelix
date: Sat Oct  7 19:54:22 2000

On Sat Oct  7 10:33:32 2000 Kazulanth wrote post #127:
> We should be able to discard some of our packages. For instance, I
> have three packages with him, but two consist of six or seven
> lodestones, and the third of some firewood and a tinder box.
> 
> --kaz
they will disappear after 2 weeks

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

poster: Wildchild
subject: >>lava mages
date: Sat Oct  7 20:48:50 2000

On Sat Oct  7 10:57:57 2000 Nop wrote post #128:
> On Fri Oct  6 13:23:32 2000 Wildchild wrote post #125:
> > Lava mages are supposed to be the end-all of exp, both for solo and
> > exp. However, since the tunes, lava effectiveness isn't as good as
> > it was (nor mist mage) and compared to animists, elementals are like
> > something best left unsaid in exp parties.
> Forgive the newbie for upsetting the MUD's natural order,
> but I've never read any help file anywhere that said the
> Lava Mage is the end-all of exp, or even that it was 
> intended as such.  Please, enlighten me further.  If the
> lava mage is the be-all end-all of exp, just what roles do
> the other guilds play?
> Curious,
> Nop.

Let's see, warriors take dmg, martial artists dish it out. Neither
tend to work well on their own, cept maybe a ma and healer.
Abjurers are designed for parties, psis are designed for eq, sorcs
are good at high worth and I'm not sure of their solo'ing. I believe
the same seems to apply for harmers. Healers, that's easy.
Rogues seem to be in the same boat as fighters.

So until animists came along (the druid half since it has a more
complete tree), elementals had alot of damage types all around
(sorcs get same/more but they're all more powerful being in a higher
guild) but they're all gammas, and gammas aren't that powerful of
spells anymore.
Then you've got lava mages. And yes, for the longest period of time
it remained one of the best. Hell, for a while lava mages were
tanking all the parties instead of warriors. A bit too powerful?
Yes, but it was tuned.
Lava mage (or mist, they're about equal now) is also pretty easy to
get into, moreso for lava mage since there is no mastery skill. So
you get a powerful spell with as little worth as possible.

But the problem with elementals is you join two gammas, join a
bravo, join two gammas, join a bravo, join yer omnicron.
Animists don't have to do that, nor any other guild tree, for that
matter. The bulk of spells for elementals are in the gammas, so
you're stuck for 20-30 levels doing the same dmg while everybody
else moves up.

Now animists come into the picture. They get new spells every 10
levels, more powerful spells and the like. Plus one of their best
spells is cheaper & faster than magma boulder I believe.
Err, it's the other way around, mb is one round faster. Qc and spell
speed makes up that 1 round difference though.
So you get a player in teh druid tree that is advancing all the time
into higher guilds and other spells, and elementals are still using
the same spells, one of them being physical based, which really
loses it's usefulness against the kinds of monsies that exp monsies
face when you're in bravo guilds.

If I haven't explained it very well, *shrug*, I probably never will.
I guess it's a matter of seeing the progression of the guilds over
the past few months and even years.

-WildChild

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

poster: Daran
subject: prompt argument
date: Sat Oct  7 22:33:47 2000

Don't know if it already exists, noone seemed to think so, but it
would be cool if we could put the hunger % in our prompt
-Daran

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

poster: Locke
subject: >>>lava mages
date: Sun Oct  8 00:53:15 2000

I've been lava for awhile.  It rocked, and it still does, but to a
lesser extent.  Relative to worth, as Wildchild pointed out earlier,
being 100m or 250m dosen't make much of a substanial difference w/
solo or party effectiveness etc.  I will probably still being using
magma boulder for another 100m xp (i think).  Maybe mastery of lava
can be intituted and magma boulder be put up to lv7+ in lava mage? 
Also, another guild, like master of the elemental spheres or such,
would be neat to join after lava mage =)
-Just a thought
-L

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

poster: Zax
subject: >>>lava mages
date: Sun Oct  8 03:33:33 2000

I think Nop had a point with where is it written that lava mages
were supposed to be the be all and end all for xp. Before the first
conversion, I recall Hung being the be all/end all for xp. He was
fig and he would go solo red dragons with an abj and a healer
(whether these were three seperate people or all the same, who
knows, but it was three chars :) ). This was the time when vinni's
with 100+ skills ruled the world. Magneto tanked some badass mob w/o
taking damage. Conversion came, and over 100% skills blew, I went
fig again cos I liked it, the majority of people went towards lava
mage. For the next few months, figs supposedly sucked, while tawnos
and melly did xp as mage/healer. Lava mage ruled becos you could get
as many hps as vampire lava mage, as vinni fig, and when you put
body up, you kept your old hpmax. Tawnos said that what slowed his
rate the most was heal alls which would put his hps back to the body
max (around 1.8k, instead of his 5k max). Eventually however I got
to the point where I had some decent str, and so I did some damage
and convinced some ppl to reinc to MA and similar. And in this time
where "figs sucked" the only people doing more rate were melly and
tawnos with their shining silver belts. then more conversion, and
suddenly figs had extra guilds, MA had extra guilds. And cloud and
swedes showed that fig was the way to do xp.
yadda yadda, history of the mud etc. I think i meant to say that
figs/MA's have always been at the same level as lava mage, the
difference is you need a party to get the rate. as for the point of
lava mage if they aren't "the best" for xp, mebbe its there for
people who like the guild w/o needing the best at anything (although
its decent for both xp and eq).

longwindedpost

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

poster: Jaws
subject: skinning
date: Sun Oct  8 04:56:48 2000

How bout the resulting skils include the name of what it is a skin of

Jaws

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

poster: Kalon
subject: lava mages
date: Sun Oct  8 09:07:28 2000

I think all of you are taking this "lava mage is the end all for xp" thing
the wrong way.  Lava mages are supposed to be best for soloing xp, and
that is how they were designed (I suppose).  However the problem is
that it doesnt seem to be the best anymore.  all lava mages basically
solo the same until you get up to csw, maybe there should be some kind
of progression in the lower levels instead of power levelling up to
level 80 something after you get body of lava.

nolaK

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

poster: Pedron
subject: determine ac/wc
date: Mon Oct  9 02:17:04 2000

Skill for some warrior bravo guild to determine 
weapon class and armor class of an item.
Affected by weaponmaster skill and maybe basic 
weapon skill in the use of that weapon type.

Affected by intelligence or something, maybe make it 
sap some onhand experience if you can do that.

cost 75% eps or sps.

Just something to give us an idea of the class of the 
weapon/armors we pickup in the field.

Psychic folks or whoever can still check for all the res's, stats, skill 
bonus and class.

Thanks,
-pedron

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

poster: Nyx
subject: Shaman Tree's
date: Mon Oct  9 08:15:23 2000

Would be nice if in the desc, it says who they belong too. :) 
Nyx

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

poster: Regan
subject: wishes
date: Mon Oct  9 09:54:03 2000

A wish that let you use less xp for skills would be cool. like move
u up one rating.

-Regan

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

poster: Sumerion
subject: think Tick
date: Mon Oct  9 12:05:45 2000

lava
I must agree to Kalon...lava is suppose to be the best for soloing
but body of lava goes down like in 2 sec...
And u tune everything else what u say if u do the guilds better?

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

poster: Khosan
subject: >think Tick
date: Mon Oct  9 12:11:22 2000

On Mon Oct  9 04:05:45 2000 Sumerion wrote post #140:
> lava
> I must agree to Kalon...lava is suppose to be the best for soloing
> but body of lava goes down like in 2 sec...
> And u tune everything else what u say if u do the guilds better?

If we make a guild better, it is also called tuning it.

And each time we make a guild worse, we make all the others comperatively
better.

Khosan

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

poster: Pedron
subject: >wishes
date: Mon Oct  9 18:25:15 2000

On Mon Oct  9 01:54:03 2000 Regan wrote post #139:
> A wish that let you use less xp for skills would be cool. like move
> u up one rating.
> 
> -Regan
The wishes for exp rate get you more exps for the same kills, fewer kills 
needed to make the exps you need to train a skill, can train the 
skill a little more often.

Combining greater/lesser exp rate wishes and greater/lesser all skill 
wishes should get you 10% to all skills and 10% increase in exp rate all 
combined.  (I thnik it's 3 and 7 % boost to exp rate and all skills for 
the lesser and greater wishes of exp rate and all skills)

-pedron

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

poster: Magneto
subject: >>>>lava mages
date: Mon Oct  9 20:36:41 2000

> with 100+ skills ruled the world. Magneto tanked some badass mob w/o
> taking damage. Conversion came, and over 100% skills blew, I went

Nono Magneto tanked em all w/o taking damage except from spells =)

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

poster: Snoop
subject: plaque
date: Tue Oct 10 02:19:22 2000

How about having a msg on the plaque channel when it updates, even
if no1 is moving around on it.
*/Snoop

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

poster: Sleet
subject: the spell shelter
date: Tue Oct 10 03:55:53 2000

maybe make shelter stop rollin rocks from hittin you

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

poster: Basketball
subject: Familiars
date: Tue Oct 10 04:00:58 2000

eat a food
You should be able to emote through them. That would rock ;)
Basketball, the Dryad/Wolvish/Bird Pimp

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

poster: Energystar
subject: >>wishes
date: Tue Oct 10 08:20:34 2000

On Mon Oct  9 10:25:15 2000 Pedron wrote post #142:
> On Mon Oct  9 01:54:03 2000 Regan wrote post #139:
> > A wish that let you use less xp for skills would be cool. like move
> > u up one rating.
> > 
> > -Regan
> The wishes for exp rate get you more exps for the same kills, fewer kills 
> needed to make the exps you need to train a skill, can train the 
> skill a little more often.
> 
> Combining greater/lesser exp rate wishes and greater/lesser all skill 
> wishes should get you 10% to all skills and 10% increase in exp rate all 
> combined.  (I thnik it's 3 and 7 % boost to exp rate and all skills for 
> the lesser and greater wishes of exp rate and all skills)
> 
> -pedron
 Afaik, there is no lesser all skills wish.

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

poster: Mirrim
subject: >>wishes
date: Tue Oct 10 09:40:32 2000

On Mon Oct  9 10:25:15 2000 Pedron wrote post #142:
> On Mon Oct  9 01:54:03 2000 Regan wrote post #139:
> > A wish that let you use less xp for skills would be cool. like move
> > u up one rating.
> > 
> > -Regan
> The wishes for exp rate get you more exps for the same kills, fewer kills 
> needed to make the exps you need to train a skill, can train the 
> skill a little more often.
> 
> Combining greater/lesser exp rate wishes and greater/lesser all skill 
> wishes should get you 10% to all skills and 10% increase in exp rate all 
> combined.  (I thnik it's 3 and 7 % boost to exp rate and all skills for 
> the lesser and greater wishes of exp rate and all skills)
> 
> -pedron
Exp. rate wishes add 4% and 9% and skill max wishes are 5% and 10%. .

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

poster: Snoop
subject: moo
date: Tue Oct 10 11:28:47 2000

I think that after one have disarmed a target there should be a time
limit before they can rewield.
*/Snoop

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

poster: Killaaz
subject: Hemophilia
date: Tue Oct 10 11:43:44 2000

Should be cool if curse of hemophilia could be a area spell soo
cauldron magic could use it for exp..
//Killaaz

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

poster: Wildchild
subject: identify
date: Tue Oct 10 20:06:09 2000

Maybe let identify become more and more specific for stuff like ac
and wc the more it is studied?
Not that it's really a life or death matter, but some people see a
distinction between a 58wc weapon and a 60wc weapon. Possibly even
more so now with the changes to weapons.

-WildChild

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

poster: Sleet
subject: abjurer guild item
date: Tue Oct 10 21:47:12 2000

can we give abjurers weapons skill shield with guild ranks?
just thought that maybe if we had proof showing wed been caring it
around for so long that maybe we may be able to use it a little
better
thanks
sleet

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

poster: Warchief
subject: Channeler Guild
date: Tue Oct 10 22:48:30 2000

This guild would probably best fit in the druid tree.

Channelers (bravo?)

Skills
Focus Energies- After using this skill, the player is prompted on
what percentage of spell points they would like to channel into
their spells.
Command of Energies- Mastery skill for the guild.  This skill allows
the player to gain more damage with each spell point invested.

Spells
Draw Upon Ether- The channeler absorbs mana from his environment,
taking damage from the active mana around if it is not successfully
absorbed.
Create Ethereal Node- The channeler make the mana in the room to be
slightly more active, resulting in anyone standing nearby to gain
increased regeneration of mana.
Absorb Ether- The channeler drains some mana from the target.
Channel Energies- This spell allows the channeler to give another
player some of their mana.  This spell is based on the skill 'Focus
Energies.'  If the spell is failed, the channeler and the target
take damage and the channeler may lose some if not all of his mana.
Ethereal Strike-  This spell was developed by ancient channelers to
attack enemies directly with unmanifested mana.  This spell is based
on the skill 'Focus Energies'.
Ethereal Wave- This was one of the first spells developed by ancient
channelers.  It sends the mana in the room into a maelstrom of
activity, devastating anything around.  This spell is based on the
skill 'Focus Energies'.


-Chief

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

poster: Locke
subject: >Channeler Guild
date: Wed Oct 11 04:43:09 2000

Also, mana spike-- decide how much xtra sps to channel to the mana
drainer, the more sps over the limit on blowing up the more damage
;p
-L

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

poster: Killaaz
subject: Cauldron
date: Wed Oct 11 17:56:20 2000

It was over a year or soo when they tuned cauldron soo that they
wasnt able to kill bigger monsies then 130-150k,
because of throwback. I think that it is kinda silly to have that
limit now. First it prevents high worth players to join cauldron
and
second you doesnt raise your rate anything at all until you have the
worth to get a useful heal spell from a sec alpha.
I can kill sidhes and black dragons after that kind of worth its
impossible to kill anything almost.
Im not saying that you should lower throwback from sidhes and that
kind of monsies but on monsies with higher worth.
Players can solo 200-300k monsies but that is impossible for witches
because of the throwbacks from 150k+monsies.
It should give a lots for the guild to alow them to be able to kill
200-350k monsies.
Just my oppinion.
//Killaaz

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

poster: Warchief
subject: >>Channeler Guild
date: Wed Oct 11 22:34:28 2000

On Tue Oct 10 20:43:09 2000 Locke wrote post #154:
> Also, mana spike-- decide how much xtra sps to channel to the mana
> drainer, the more sps over the limit on blowing up the more damage
> ;p
> -L

Why would this apply?  There is no mana being drained, the spell
that I had mentioned  'Draw Upon Ether' doesn't drain mana from
anyone, it gathers the ether from the surrounding environment, I
don't think this should have a drawback to the caster unless it is
failed because it should be a spell that takes about 45+ rounds
because it gives free mana.  The caster is not hurting anyone in the
process, so why should they be hurt?

-Chief

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

poster: Nop
subject: >>>Channeler Guild
date: Thu Oct 12 14:56:38 2000

On Wed Oct 11 14:34:28 2000 Warchief wrote post #156:
> On Tue Oct 10 20:43:09 2000 Locke wrote post #154:
> > Also, mana spike-- decide how much xtra sps to channel to the mana
> > drainer, the more sps over the limit on blowing up the more damage
> > ;p
> > -L
> 
> Why would this apply?  There is no mana being drained, the spell
> -Chief
He's thinking of it as a "defensive" spell against Harmer's mana drain,
because Mana Drain has been frustrating his attempts at lodestone creation.
The theme/etc. would be that, since they have so much control over ether,
and harmers use a magical (ether?) vortex to drain mana, they should be able
to say "You want mana?  HAVE SOME MANA!" and shove a whole buttload of ether
down the link, for the generous, enough so that the harmer doesn't have to
drain the rest of the MUD again for some time, and for the mean, hopefully
enough to hurt the harmer on overcharge.  As for this guild being most
appropriate for Druid, I'd like to put forth the opinion that it is better
in the cleric guild, perhaps split into positive and negative portions 
and have two guilds, one in each branch, harmer/healer.  The obvious
reason is that two of the spells are somewhat similar to spells already
in the cleric trees...mana drain for absorb ether and martyric presence/entock
for create ethereal node (Admittedly the fit isn't perfect.)  On an aesthetic
note, mana/ether as the mystical energy of humankind and its civilization
contrasts nicely, in my opinion, with the Animists' use of the energies
of nature and wilderness.
Supporting Clerics as the representatives of humankind and civilization
would probably require vague gestures at the hierarchical structure of
your typical church, combined with a look at confesser's "Prayer for mankind"
spell...
A final argument for putting it in the cleric tree is that the harmer tree
is desperate for new guilds, anyways...
Some other ideas: A weakened version of forget?  (Lowers spell percentages of
target, but not all the way)  A spell/skill to cheapen variable cost spells?
(I'm thinking of habo and body restoration (not that anyone uses the latter)
in particular here.)

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

poster: Rydia
subject: ma
date: Thu Oct 12 20:18:18 2000

Maybe im clueless, but i think ma's should have a skill that allows
them to use their feet, like adding an extra limb. you couldnt wield
anything, but ma's have always done tons of hits, thats what makes
them so attractive. so adding a high lvl skill to add another limb
into the fray would be neat imo. 
-rydia

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

poster: Energystar
subject: >ma
date: Fri Oct 13 08:03:51 2000

On Thu Oct 12 12:18:18 2000 Rydia wrote post #158:
> Maybe im clueless, but i think ma's should have a skill that allows
> them to use their feet, like adding an extra limb. you couldnt wield
> anything, but ma's have always done tons of hits, thats what makes
> them so attractive. so adding a high lvl skill to add another limb
> into the fray would be neat imo. 
> -rydia
 If I'm not mistaken, they just removed the extra limbs from MA
races because it created too much of an imbalance between MA and
other guilds.  It also created terrible tunes to other stats and
especially xp rate.
 Being able to fight with feet/legs would only bring back the
terrible statted races imo.
 --Es.

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

poster: Basketball
subject: Death
date: Sat Oct 14 05:56:05 2000

How about when you die, it gives you 1 free message over channels
(if your banned or cursed) so you don't rot in hell for 7 hours?
cast gaian touch at basketball
Like, now. This makes for 3 times.

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

poster: Basketball
subject: My trigs
date: Sat Oct 14 05:59:40 2000

Not trigs. Macro's. Right above the numbers, F1, F2, F3, F4. You
know.....instead of typing out something over and over. And it's not
easy to type on your lap in the dark....

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

poster: Jaws
subject: food
date: Sat Oct 14 06:15:10 2000

how about a pie shop that sells all diff kinds of pies

Jaws

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

poster: Zane
subject: >My trigs
date: Sat Oct 14 07:48:46 2000

On Fri Oct 13 21:59:40 2000 Basketball wrote post #161:
> Not trigs. Macro's. Right above the numbers, F1, F2, F3, F4. You
> know.....instead of typing out something over and over. And it's not
> easy to type on your lap in the dark....
So why dont you stop hitting your macros while posting news?  Or
when you do, you could go back and fix it instead of posting it?

Zane

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

poster: Mixer
subject: >My trigs
date: Sat Oct 14 08:16:25 2000

On Fri Oct 13 21:59:40 2000 Basketball wrote post #161:
> Not trigs. Macro's. Right above the numbers, F1, F2, F3, F4. You
> know.....instead of typing out something over and over. And it's not
> easy to type on your lap in the dark....
Put a friggin ! in front of the output of the macro then

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

poster: Nyx
subject: >>My trigs
date: Sat Oct 14 09:31:17 2000

On Fri Oct 13 23:48:46 2000 Zane wrote post #163:
> On Fri Oct 13 21:59:40 2000 Basketball wrote post #161:
> > Not trigs. Macro's. Right above the numbers, F1, F2, F3, F4. You
> > know.....instead of typing out something over and over. And it's not
> > easy to type on your lap in the dark....
> So why dont you stop hitting your macros while posting news?  Or
> when you do, you could go back and fix it instead of posting it?
> 
> Zane
Or turn on a damn light? And also, I type in the dark on my lap and
I have never hit a macro...
Nyx

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

poster: Tigran
subject: >Death
date: Sat Oct 14 14:12:03 2000

On Fri Oct 13 21:56:05 2000 Basketball wrote post #160:
> How about when you die, it gives you 1 free message over channels
> (if your banned or cursed) so you don't rot in hell for 7 hours?
> cast gaian touch at basketball
> Like, now. This makes for 3 times.
That would defeat the purpose a bit, now wouldn't it.   You should
have thought of that the numerous warnings you received leading up
to being channel cursed.  You aren't going to get sympathy here.

T

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

poster: Mixer
subject: >Death
date: Sat Oct 14 14:35:35 2000

On Fri Oct 13 21:56:05 2000 Basketball wrote post #160:
> How about when you die, it gives you 1 free message over channels
> (if your banned or cursed) so you don't rot in hell for 7 hours?
> cast gaian touch at basketball
> Like, now. This makes for 3 times.
You got channel banned for being a bunghole n+1 times.
Instead of whining, why not take the initiative and pray, and
then get back to making the xp you lost.  Instead of sitting
squarely on your ass in hell and doing jack shit.
If you are too lazy to pray and try to get on with it,
well, you can rot in hell for all I care.
Mix.

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

poster: Basketball
subject: >>Death/>>>My Trigs
date: Sat Oct 14 14:58:03 2000

Ok. Sorry about hitting the macro in my bedroom where my brother is
attempting to sleep. My apologies. The realization I hit a macro is
only seen after I'm done posting.  If I pray, Mixer, the 100k I have
on at level 22 is nil. The reason I was channel banned was withheld
from me, though I do believe Khosan had a point. As for the little !
thing, I didn't know how that worked. My apologies.

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

poster: Tigran
subject: >>>Death/>>>My Trigs
date: Sat Oct 14 15:11:42 2000

On Sat Oct 14 06:58:03 2000 Basketball wrote post #168:
> Ok. Sorry about hitting the macro in my bedroom where my brother is
> attempting to sleep. My apologies. The realization I hit a macro is
> only seen after I'm done posting.  If I pray, Mixer, the 100k I have
> on at level 22 is nil. The reason I was channel banned was withheld
> from me, though I do believe Khosan had a point. As for the little !
> thing, I didn't know how that worked. My apologies.
As for the ! thing on trigs, we've stated that, and other players
have stated that several times on news posts that that is how to do
it.

As for praying when dead.  We have given you a way to get playing
again (which is really what it's about), if you can't get any other
player to revive or res you.  100k is pidly shit.  That's /all/ that
you lose.  You don't lose any eq, you might lose a level, but no
skills or spells, no stats..nothing.  Worth is easy to attain.  Grow
up a little.

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

poster: Nightfall
subject: Secondaries
date: Sat Oct 14 16:14:50 2000

     As long as we are allowing secondaries but of course not
two or more characters owned by the same person on at the same
time, why not add an auto log off feature.
     Yes, people aren't gonna cheat/be stupid when they have
registered.  (then again...)  It's not really to keep people from
cheating, just something to get the stupid people from getting
in trouble.  (yes I think they deserve it too)  But I was thinking
auto log off if a second character is present upon logon, just
give em the boot.


  -NF

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

poster: Zifnab
subject: >Death
date: Sat Oct 14 16:41:55 2000

On Fri Oct 13 21:56:05 2000 Basketball wrote post #160:
> How about when you die, it gives you 1 free message over channels
> (if your banned or cursed) so you don't rot in hell for 7 hours?
> cast gaian touch at basketball
> Like, now. This makes for 3 times.
how about nto getting banned?

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

poster: Lasher
subject: Exploration Bonus.
date: Sat Oct 14 18:00:52 2000


When the exploration bonus first went in, it was impossible
to get 6000 rooms and we all eagerly awaited the addition of
new areas. As they were added it got easier and easier
to get the 6,000 rooms, and now there's almost nothing
to it.

Perhaps it's time to move the bonus to 2,500 increments?

Just a thought :)

Lasher.

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

poster: Nightfall
subject: >Exploration Bonus.
date: Sat Oct 14 18:02:19 2000

On Sat Oct 14 10:00:52 2000 Lasher wrote post #173:
> When the exploration bonus first went in, it was impossible
> to get 6000 rooms and we all eagerly awaited the addition of
> new areas. As they were added it got easier and easier
> to get the 6,000 rooms, and now there's almost nothing
> to it.
> 
> Perhaps it's time to move the bonus to 2,500 increments?
> 
> Just a thought :)
> 
> Lasher.

     Good idea, perhaps it should be based on a percentage.  That
would keep the goals slowly increasing, and of course fair with
a finite number of bonuses.

  -NF


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

poster: Wildchild
subject: >>Exploration Bonus.
date: Sat Oct 14 20:22:45 2000

On Sat Oct 14 10:02:19 2000 Nightfall wrote post #174:
> On Sat Oct 14 10:00:52 2000 Lasher wrote post #173:
> > When the exploration bonus first went in, it was impossible
> > to get 6000 rooms and we all eagerly awaited the addition of
> > new areas. As they were added it got easier and easier
> > to get the 6,000 rooms, and now there's almost nothing
> > to it.
> > 
> > Perhaps it's time to move the bonus to 2,500 increments?
> > 
> > Just a thought :)
> > 
> > Lasher.
> 
>      Good idea, perhaps it should be based on a percentage.  That
> would keep the goals slowly increasing, and of course fair with
> a finite number of bonuses.
> 
>   -NF
> 

I agree with Nightfall's version of it. As it stands, we still fall
short atm of 7500 rooms, and 7500 rooms is 100%, and it would be
unfair to those that are nearing 6k to expect them to find every
other single room in the mud for the reward that what, 20 people
have already gotten?
Of course, that does leave the question: what happens if you fall
beneath the # of rooms required to get the bonus? Say we set it at
25% of the mud explored, and you get bonuses at 25%, 50%, 75%... new
area comes out, you fall to 74%?

-WildChild


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

poster: Ada
subject: animals and stupid bartenders
date: Sat Oct 14 20:38:20 2000


Bartending drinks should be able to be given to/drunk by animals of
non pk registered people. It's really annoying for someone to give
them a drink, which causes your animal to go away.

;glare denim

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

poster: Ada
subject: >animals and stupid bartenders
date: Sat Oct 14 20:39:32 2000

On Sat Oct 14 12:38:20 2000 Ada wrote post #176:
> Bartending drinks should be able to be given to/drunk by animals of
> non pk registered people. It's really annoying for someone to give
> them a drink, which causes your animal to go away.
> 
> ;glare denim
err, rather, should NOT be able to be given to

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

poster: Sleet
subject: >>animals and stupid bartenders
date: Sat Oct 14 20:48:50 2000

On Sat Oct 14 12:39:32 2000 Ada wrote post #177:
> On Sat Oct 14 12:38:20 2000 Ada wrote post #176:
> > Bartending drinks should be able to be given to/drunk by animals of
> > non pk registered people. It's really annoying for someone to give
> > them a drink, which causes your animal to go away.
> > 
> > ;glare denim
> err, rather, should NOT be able to be given to
how is that not harrasin and someone prottin a monster is?

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

poster: Pedron
subject: >>Exploration Bonus.
date: Sat Oct 14 21:48:30 2000

On Sat Oct 14 10:02:19 2000 Nightfall wrote post #174:
> On Sat Oct 14 10:00:52 2000 Lasher wrote post #173:
> > When the exploration bonus first went in, it was impossible
> > to get 6000 rooms and we all eagerly awaited the addition of
> > new areas. As they were added it got easier and easier
> > to get the 6,000 rooms, and now there's almost nothing
> > to it.
> > 
> > Perhaps it's time to move the bonus to 2,500 increments?
> > 
> > Just a thought :)
> > 
> > Lasher.
> 
>      Good idea, perhaps it should be based on a percentage.  That
> would keep the goals slowly increasing, and of course fair with
> a finite number of bonuses.
> 
>   -NF
> 
Would you be willing to undo the 3rd wish the 20-odd players below you 
got?  A couple of us are just anomalies who died some dozens 
of times using random lodestones, but it loks like 
the rest could all do topslot eq and junk. :)

'sides, with enough random lodestones we could probably scrape up 
the 7k+ mark and only die another 25-100 times. 

-Pedron


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

poster: Kaos
subject: >>>Exploration Bonus.
date: Sat Oct 14 21:52:15 2000

Would be nice if people actually had to explore, instead of
rubbing a lodestone and flee around till they died to get rooms.

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

poster: Pedron
subject: >>>>Exploration Bonus.
date: Sat Oct 14 21:54:38 2000

On Sat Oct 14 13:52:15 2000 Kaos wrote post #180:
> Would be nice if people actually had to explore, instead of
> rubbing a lodestone and flee around till they died to get rooms.
I guarantee I could tank and get into at least 95% 
of the places I explored myself w/o a lodestone.
Usually happens a week or two after the lodestone makes me aware 
of the place's existance. :)

Hrm, make that 96% so it looks like I can cover the 6k 
w/o lodestones if I needed to. :)

-pedron

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

poster: Ada
subject: >>>animals and stupid bartenders
date: Sat Oct 14 22:56:44 2000

On Sat Oct 14 12:48:50 2000 Sleet wrote post #178:
> On Sat Oct 14 12:39:32 2000 Ada wrote post #177:
> > On Sat Oct 14 12:38:20 2000 Ada wrote post #176:
> > > Bartending drinks should be able to be given to/drunk by animals of
> > > non pk registered people. It's really annoying for someone to give
> > > them a drink, which causes your animal to go away.
> > > 
> > > ;glare denim
> > err, rather, should NOT be able to be given to
> how is that not harrasin and someone prottin a monster is?
Just to make this clear, these are not the nice bartending drinks
that give +skills/spells/stats. These are the nasty bartender drinks
that make monsies aggy and not regen, etc.

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

poster: Pedron
subject: clan tattoo
date: Sun Oct 15 04:12:31 2000

Dunno where else to post this, but maybe make 
the default string in the 
tattoo 'He wears a tattoo of' instead of 'He wears a tattoo of a'

That way the insignia can be of An elf blah 
or a tattoo of Player Joe doing blah
(as opposed to 'a tattoo of a elf blah' or 'a tattoo of a Player Joe blah'

Boils down to removing the 'a' from the end of the clan 
tattoo string preceding the set insignia.

-pedron the spam of clan Bladez

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

poster: Nightfall
subject: Lockpicks
date: Sun Oct 15 05:22:05 2000


I would love to see Lockpicks put into the game.  I know doors are a
pain in the ass, but locks on doors are only one option.  Lets bring
NPC boxes/chests to the treasure scene.

Locks should have a pick and endurance strength, so they can be
picked or forced.  Some should be indestructable (maybe magical) and
require the key or to be picked.  Some locks shouldn't have keys
anymore and need to be picked or forced.  And some should even be
too damn old to work anymore and need to be forced.  Locks can also
have different time values for both lockpicks and forcing.  Maybe
some are just more complicated and are gonna take forever.

For now disallow locks on doors (ie castle doors) to be compatable
with a new system, just to simplifiy things.  Not only would
bringing lockpicking into the game add these features, maybe bring
doors a step closer to being a little easier to 'fix', but it would
start to prepare the player base for those days (hopefully not so
far away) that doors will not keep your castle 100% safe.

  -NF
  

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

poster: Pedron
subject: >Lockpicks
date: Sun Oct 15 05:33:05 2000

I'm in favor of doors being 100% safe.  
Only way I could see letting a big steel door be forced would have to 
be an effort of several players with a 
battering ram or something.

As near as I can tell, even minimal security needs a 
team of players to bypass(the guards).  Shouldn't let doors 
be picked or forced by any one player if ever.

Balance to doors being indestructible/impenetrable is the 
fact the castle owner can't use them to trap players 
the way guards can(in order that the castle owner has a shot 
at taking the intruder's equipment)

Anyway.. doors are fine as is, shuold require a team of 3 or 
more players to batter one down ifsuch a thing is ever allowed.
Chance of the exit collapsing behind them and trapping them 
or damaging them would be cool. :P

Done rambling,
Pedron of clan Bladez

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

poster: Nightfall
subject: Too much EQ
date: Sun Oct 15 05:34:03 2000

 
A huge problem I see is everyone, newbie->highbie, needs to have the
BEST eq.  I disagree, the best eq 'possible' yeah, but 20th level
people saving for and getting top level eq is a problem.  It only
says that eq is too easy to get and too much is in the game.  We all
know that already.

Castle raiding and kicking people out of 'hotels' and finding there
own accomidations are two solutions.  We need lockpicks in the game
for the first.  And the second Strongholds would help.  For now lets
say these two options, at least to fix this, are long term.

There are several other fixes.  Equipment restrictions, damage,
deteroration are three more.  Restrictions could be level, stat,
race, etc.  Damage would be a nice addition, all eq should not be
indestructable, hell it's getting beat to hell, lets show it.  Lets
also add ways to protect and repair it.  And of course your basic
hey thats really old, lets becarefull with it.  Would give eq a
finite existance.  Not really the best fix in my opinion and from
players point of view, but an option none the less.

Personally I would love to see more restrictions and even unique eq,
yes only one, or maybe a set of the four purple holy staffs.  But
UNIQUE.  If people store them and never 'share' so be it.  Castle
raiding would of course help but this is nothing new.  (*cough HAIM
book cough*)  I would also like to see the addition of damage
brought in.  Why the hell not.

-NF



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

poster: Nightfall
subject: >>Lockpicks
date: Sun Oct 15 05:36:15 2000

Castle doors should only be safe for now, till doors are 'fixed'

I also think that one person picking a door is fine.

  -NF


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

poster: Pedron
subject: >Too much EQ
date: Sun Oct 15 05:37:46 2000

old argument- super powerful weapons are tuned by the new wielding 
system so feeble newbies like us with mediocre strength have less 
chance of wielding it.

And all the best equipment sells for millions of gold a newbie would be 
hardpressed to make inside 2 weeks even if they never used the channels or 
bought anything else.  alot of that eq gives bonusues to 
skills/spells not even found till beta/gamma/bravo levels in any case, 
so players using them won't be getting the full effect of the weapon's 
power yet.

more spam from urs truly :),
pedron

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

poster: Jaws
subject: death
date: Sun Oct 15 05:53:46 2000

maybe made idle command work in hell

Jaws

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

poster: Wildchild
subject: >Too much EQ
date: Sun Oct 15 08:07:08 2000

On Sat Oct 14 21:34:03 2000 Nightfall wrote post #186:
>  
> A huge problem I see is everyone, newbie->highbie, needs to have the
> BEST eq.  I disagree, the best eq 'possible' yeah, but 20th level
> people saving for and getting top level eq is a problem.  It only
> says that eq is too easy to get and too much is in the game.  We all
> know that already.
> 
> Castle raiding and kicking people out of 'hotels' and finding there
> own accomidations are two solutions.  We need lockpicks in the game
> for the first.  And the second Strongholds would help.  For now lets
> say these two options, at least to fix this, are long term.
> 
> There are several other fixes.  Equipment restrictions, damage,
> deteroration are three more.  Restrictions could be level, stat,
> race, etc.  Damage would be a nice addition, all eq should not be
> indestructable, hell it's getting beat to hell, lets show it.  Lets
> also add ways to protect and repair it.  And of course your basic
> hey thats really old, lets becarefull with it.  Would give eq a
> finite existance.  Not really the best fix in my opinion and from
> players point of view, but an option none the less.
> 
> Personally I would love to see more restrictions and even unique eq,
> yes only one, or maybe a set of the four purple holy staffs.  But
> UNIQUE.  If people store them and never 'share' so be it.  Castle
> raiding would of course help but this is nothing new.  (*cough HAIM
> book cough*)  I would also like to see the addition of damage
> brought in.  Why the hell not.
> 
> -NF
> 
> 

Short discussion on dragon about this, but I don't think I've ever
recalled a wiz on this mud in favor of castle raiding or anything of
the sort. Considering past experiences with how castle raiders have
been handled, I don't see picklocks as a "priority issue" anytime
soon, nor can I recall it ever being so.

I don't see castle raiding fixing anything, either. Why?
Ok, alot of highbies have alot of eq. Alot of highbies have alot of
money. Alot of highbies, therefore, can afford alot of guards.
Newbies & lowbies on the other hand, (generally) don't have great
eq, don't have alot of guards. So you get players like Hexus that do
nothing but take lockpick just to dick the lowbies over if they
can't afford to defend themselves. Guess "hotels" aren't a bad idea
after all, to some of us.

Back to the highbies... a level 10 castle guard is 650k and seems to
hit for a higher worth than that. I have 10 right behind my door. If
you think you can get enough people together to take them out, well,
g'luck, I really don't see it happening.
I think most highbie castles would be like this, so you accomplish
nothing toward your "helping" of castle raiding.

If anything, again, you see more players like Hexus that do nothing
but castle raiding just generally trying to make players' lives
miserable.

-WildChild

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

poster: Nightfall
subject: >>Too much EQ
date: Sun Oct 15 08:21:05 2000


    Well the shortest part of the post and you have to comment on
it.  Even though I said it was a long term thing, back burner, not
now, not current.  But oh well.

The main part was about what?  Restrictions and damage on eq.  We
had a short discussion about this and I will comment it here to news
as the whole channel thing is half a story.  Overall, the few people
agreed that the deterotation thing sucked ass.  But a form of
damage, would help the too much eq.  Keep it in good shape and it
works.  Let it go and it could get destroyed.  Also maybe have the
stats, wc, ac go down with the condition of the item.

As far as 'dicking' people over like hexus has in the past.  Zifnab
stated that this would probably fall under the harassment section of
the rules.  Do somethign enough for no other reason than to fuck
with people the wizzes will help.  But once again, I did say that
castle raiding was not anywhere in the near future and that the
restrictions, damage, and deteroation are the ways to go to fix the
abundance of eq.

  -NF
  


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

poster: Rydia
subject: ma-apology
date: Mon Oct 16 05:25:33 2000

I was rash posting like that. was really uninformed( not for long
tho. was quickly informed of hit-inducing skills). i apologize for
posting that idea without checking and knowing what i was talkin
about first. 
thanks alot:)
-rydia

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

poster: Xphere
subject: soil relocate thing
date: Mon Oct 16 08:57:03 2000

maybe the soil transit thing should give a message like relocate does?

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

poster: Xphere
subject: Familiars
date: Mon Oct 16 09:01:07 2000

when a familiar kills someone, maybe it should not be aggro to them
when they get reved?

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

poster: Caliban
subject: Strongholds/Castles
date: Mon Oct 16 10:47:20 2000

Um a possible idea for when ya buy your stronghold. To be able to trade
in your castle for credit. Each room, guard, portal, door is valued say 50 
to 75% value and credited to your stronhold account. This way your
not just destin peoples castles that have put a lot of money into the rooms
and guards and stuff. I suppose that would also be the same with Chests,Safes 
unless ya plan to use em in strongholds. 

-Cal

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

poster: Arkangyle
subject: death / exp loss
date: Mon Oct 16 12:41:30 2000

  I'm unsure how this would go over, but I saw an interesting method
for calculating exp loss due to death and figured I'd share. 
Basically, instead of the loss being based off how much exp you are
currently carrying, it is instead a percentage of how much is
required for your next level.
  This method mainly intrigued me because it doesn't allow for the
simple work-around of not carrying exp when doing eq, ie death still
mattered.  Also it seems silly for exp loss to matter whether you
just trained or not, either way you died and the result should be
similar.
  I'd love to hear some thoughts/comments regarding this.  I have a
few additional ideas that would modify things but I am definitely
not sure if this mud would be willing to move in the direction of
them.

-Arkangyle

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

poster: Zifnab
subject: >death / exp loss
date: Mon Oct 16 14:56:57 2000

On Mon Oct 16 04:41:30 2000 Arkangyle wrote post #196:
>   I'm unsure how this would go over, but I saw an interesting method
> for calculating exp loss due to death and figured I'd share. 
> Basically, instead of the loss being based off how much exp you are
> currently carrying, it is instead a percentage of how much is
> required for your next level.
>   This method mainly intrigued me because it doesn't allow for the
> simple work-around of not carrying exp when doing eq, ie death still
> mattered.  Also it seems silly for exp loss to matter whether you
> just trained or not, either way you died and the result should be
> similar.
>   I'd love to hear some thoughts/comments regarding this.  I have a
> few additional ideas that would modify things but I am definitely
> not sure if this mud would be willing to move in the direction of
> them.
> 
> -Arkangyle

I like this idea, the problem here is that the thought that exp
sorry equipment here _has_ to involve dieing.  In order for this 
to work, dying would have to become a lot less common, and I just
dont see that happening in hte near future.


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

poster: Zax
subject: >>death / exp loss
date: Mon Oct 16 15:04:00 2000

the idea of minimum xp loss when you die (i've heard its been put in
here, tho i don't know) is to ensure that dying does have some
affect at all times, and is a pretty good idea.
using xp to next level as the basis for calculating xp loss could
work, but only if dying were to become alot less common as zif said
(or for it to be such a small % of xp to next level that it's kinda
negligible).
perhaps using a combination of xp on hand + some % of xp to level
could work better. at the end of the day, making death hurt more
will probably just stop people trying to do eq as much.

moo

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

poster: Erec
subject: Countries
date: Mon Oct 16 20:45:37 2000

Instead of the constant back-and-forth about the (rather faulty)
countries command, why don't we just have a field in the player
record, setable by the player, where they can list the location
from which they log in?

Except for the wierdos like me who make frequent drastic 
changes, I would expect most people would be far more satisfied
with that than with the results of the current countries
command.

		-erec

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

poster: Khosan
subject: >Countries
date: Mon Oct 16 21:57:28 2000

On Mon Oct 16 12:45:37 2000 Erec wrote post #199:
> Instead of the constant back-and-forth about the (rather faulty)
> countries command, why don't we just have a field in the player
> record, setable by the player, where they can list the location
> from which they log in?
> 
> Except for the wierdos like me who make frequent drastic 
> changes, I would expect most people would be far more satisfied
> with that than with the results of the current countries
> command.
> 
> 		-erec

Tell you what, I did the countries command because it was an interresting
experiment to see how accurate I could make it based on your IP. Others
than that, I have absolutely no interrest in the command, and would
happily remove the command if it annoys you. It serves no game related
purpose what so ever.

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

poster: Snoop
subject: skills/spells
date: Tue Oct 17 07:56:11 2000

How about if we could store gold in skills/spells w/o having to train/study?
*/Snoop

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

poster: Sigwald
subject: >skills/spells
date: Tue Oct 17 09:40:02 2000

On Mon Oct 16 23:56:11 2000 Snoop wrote post #201:
> How about if we could store gold in skills/spells w/o having to train/study?
> */Snoop
I'm sort of missing the point here, dont we have a bank for that? :P

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

poster: Snoop
subject: mmm
date: Tue Oct 17 09:42:54 2000

I know this has been posted before, but.
I'd like guild leaders, like race leaders, but for guilds.
IMO it should be leaders just for the gammas but it should be based on
skills/spells for the entire tree. It should also be based on level and
masteries.
Like leader for the warrior guild should be based on skills from
the warrior tree aswell as level, and masteries.
The leader doesnt have to get anything really, just +penis_size =)
*/Snoop

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

poster: Snoop
subject: >>skills/spells
date: Tue Oct 17 09:46:36 2000

On Tue Oct 17 01:40:02 2000 Sigwald wrote post #202:
> On Mon Oct 16 23:56:11 2000 Snoop wrote post #201:
> > How about if we could store gold in skills/spells w/o having to
train/study?
> > */Snoop
> I'm sort of missing the point here, dont we have a bank for that? :P
Mmm...well, on the rare ocasions i actually have money i would like
to be able to spend them on something good.
I mostly just 'lose' it =)
*/Snoop

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

poster: Snoop
subject: >mmm
date: Tue Oct 17 09:46:54 2000

On Tue Oct 17 01:42:54 2000 Snoop wrote post #203:
> I know this has been posted before, but.
> I'd like guild leaders, like race leaders, but for guilds.
> IMO it should be leaders just for the gammas but it should be based on
> skills/spells for the entire tree. It should also be based on level and
> masteries.
> Like leader for the warrior guild should be based on skills from
> the warrior tree aswell as level, and masteries.
> The leader doesnt have to get anything really, just +penis_size =)
> */Snoop
I mean of course beta level, not gamma
*/snoop

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

poster: Snoop
subject: channels
date: Tue Oct 17 10:32:30 2000

how about a msg when you get invited to a channel
Foo invited you to channel 'bar'
*/Snoop

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

poster: Snoop
subject: Plaque
date: Tue Oct 17 11:22:30 2000

How about making the 'hall of fame' a real hall of fame.
Like i think that the plaque should change somewhat.
a) The plaque should only be for a set number of players.
So it is, maybe top 300 or something always.

b) You should never fall off the plaque.
You only fall of the plaque if you get below the worth
that is needed to stay above the last place.
You dont drop off the plaque if you dont play for
a long time, or if you wiz or whatever. As it is now
i just think it's a list of the worth of all the players
not a hall of fame.

c) The weekly exp plaque should come back from its vacation =)

*/Snoop who wants to make the hall of fame a hall of fame.

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

poster: Tigran
subject: >>mmm
date: Tue Oct 17 13:55:03 2000

On Tue Oct 17 01:46:54 2000 Snoop wrote post #205:
> On Tue Oct 17 01:42:54 2000 Snoop wrote post #203:
> > I know this has been posted before, but.
> > I'd like guild leaders, like race leaders, but for guilds.
> > IMO it should be leaders just for the gammas but it should be based on
> > skills/spells for the entire tree. It should also be based on level and
> > masteries.
> > Like leader for the warrior guild should be based on skills from
> > the warrior tree aswell as level, and masteries.
> > The leader doesnt have to get anything really, just +penis_size =)
> > */Snoop
> I mean of course beta level, not gamma
> */snoop
My problem with this idea is the increased penis size is already
going to tend to go to the race leaders, who are the ones that were
able to grow said penis.

T

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

poster: Erec
subject: >>Countries
date: Tue Oct 17 18:43:50 2000

Don't get me wrong, Khosan - I wouldn't want the best to be 
the enemy of the good.  I don't think anyone would complain 
about the command being innacurate if it didn't provide 
useful information everyone wanted.

I'm just trying to brainstorm ideas to make it better.

		-Erec

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

poster: Zifnab
subject: >>>Countries
date: Tue Oct 17 19:34:52 2000

On Tue Oct 17 10:43:50 2000 Erec wrote post #209:
> Don't get me wrong, Khosan - I wouldn't want the best to be 
> the enemy of the good.  I don't think anyone would complain 
> about the command being innacurate if it didn't provide 
> useful information everyone wanted.
> 
> I'm just trying to brainstorm ideas to make it better.
> 
> 		-Erec
Anyway you do it its not going to be accurate...

Judging by a lot of the people here do you think they would 
honestly supply the correct country? or supply any country
at all for thta matter?

if its that big of a concern ask them where tehy are from.

IMO countries is a rather silly command that serves very little
game value (yes we have lots of those).

--zif

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

poster: Arkangyle
subject: >>>>Countries
date: Tue Oct 17 20:10:13 2000

On Tue Oct 17 11:34:52 2000 Zifnab wrote post #210:
> IMO countries is a rather silly command that serves very little
> game value (yes we have lots of those).
> 
> --zif

Maybe I'm silly, but this is my thought the whole time.  I've seen
so many posts about the countries command being fixed
redone/revamped over the last year or more ... I just didn't get why
:P

- Arkangyle

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

poster: Arkangyle
subject: dodge
date: Tue Oct 17 20:43:58 2000

I'm not going to hypothesize that I know exactly how the
modifications were made to dodge with regards to size/how much you
are carrying, just kind of a double check.

If we are big (giant) and thus, able to carry alot ... taken in the
wrong way we could get penalized twice ... basically I am hoping it
was based on % capacity used, and not just a net carried amount.

- Arkangyle

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

poster: Sigwald
subject: >dodge
date: Tue Oct 17 21:02:42 2000

On Tue Oct 17 12:43:58 2000 Arkangyle wrote post #212:
> I'm not going to hypothesize that I know exactly how the
> modifications were made to dodge with regards to size/how much you
> are carrying, just kind of a double check.
> 
> If we are big (giant) and thus, able to carry alot ... taken in the
> wrong way we could get penalized twice ... basically I am hoping it
> was based on % capacity used, and not just a net carried amount.
> 
> - Arkangyle

Actually having big str is an advantage (and size as well)
since if you carry the same eq as a dwarf, your capacity
modifier will be lower and therefore you get less
penalized. As for carrying stuff, you can always drop stuff
during a fight and get it when your opponent's dead
(it would even make sense)

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

poster: Pedron
subject: >>dodge
date: Tue Oct 17 23:28:05 2000

On Tue Oct 17 13:02:42 2000 Sigwald wrote post #213:
> On Tue Oct 17 12:43:58 2000 Arkangyle wrote post #212:
> > I'm not going to hypothesize that I know exactly how the
> > modifications were made to dodge with regards to size/how much you
> > are carrying, just kind of a double check.
> > 
> > If we are big (giant) and thus, able to carry alot ... taken in the
> > wrong way we could get penalized twice ... basically I am hoping it
> > was based on % capacity used, and not just a net carried amount.
> > 
> > - Arkangyle
> 
> Actually having big str is an advantage (and size as well)
> since if you carry the same eq as a dwarf, your capacity
> modifier will be lower and therefore you get less
> penalized. As for carrying stuff, you can always drop stuff
> during a fight and get it when your opponent's dead
> (it would even make sense)
I used to do that drop loot/kill mob/get loot again thing 
to help my dodge.  Too many players running round with 
triggers to grab everything not nailed down
though.  I don't worry about it if it's 
just loot from one mob the player snagged, but there 
were a few times I had to argue with players to give back 
loot from 12+ kills I'd dropped to increase dodge 
on the latest kill.

Now dodge has been tuned a little against giant folks, I'm thinking 
I'll do the drop loot/kill mob/get loot thing again.  Only leverage I 
had against one of those players was that I owed him 300k and he had just 
swiped 25k of my dropped loot.  Told him we were even if he kept my loot.
In the absence of such leverage, is it safe to assume any 
killtheft/harassment rules would apply to folks who grab the big pile of 
loot you dropped at your feet to make a kill?

Interested in reply to the last question, the rest was just 
background info/spam. :)

-pedron

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

poster: Denim
subject: Ignore Purge
date: Tue Oct 17 23:28:17 2000

Don't how many times this has been mentioned in the past, but i
would like an ignore purge command.  The command would act like
friends purge and remove nuked and suicided players from your ignore
list.

Denim

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

poster: Pedron
subject: gauntlet
date: Wed Oct 18 00:01:05 2000

Clanmates are talking about how could a stronghold 
might be if we could setup 
defenses comparable to rooms in the gauntlet.

Maybe purchase a gauntlet-style room that has a monsie in it of a 
given level depending on the price you paid.
Set a list of friends who can move through it like normal, and force 
intruders to move through the gauntlet defenses or fake-die and 
be kicked back out of the stronghold.
They can't wimpy and any new prots/healing they do while tangling with 
the stronghold defenders have to be cast in combat.

If doors that could be bashed down were introduced, gauntlet-style 
defenses with guards who reset would be cool.

The gauntlet really is a cool thing and would 
be cooler once the glitches are ironed out.  Might incorporate 
gauntlets into a new quest or eq monsie quest here and there 
for a different kind of hack 'n slash in the game.

-pedron

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

poster: Mixer
subject: >mmm
date: Wed Oct 18 00:08:44 2000

On Tue Oct 17 01:42:54 2000 Snoop wrote post #203:
> I know this has been posted before, but.
> I'd like guild leaders, like race leaders, but for guilds.
> IMO it should be leaders just for the gammas but it should be based on
> skills/spells for the entire tree. It should also be based on level and
> masteries.
> Like leader for the warrior guild should be based on skills from
> the warrior tree aswell as level, and masteries.
> The leader doesnt have to get anything really, just +penis_size =)
> */Snoop
Ok we can do this, but obviously we'd then have to tune down the
highbies who are obviously going to be the guild leaders...

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

poster: Mixer
subject: >>>Countries
date: Wed Oct 18 00:10:58 2000

On Tue Oct 17 10:43:50 2000 Erec wrote post #209:
> Don't get me wrong, Khosan - I wouldn't want the best to be 
> the enemy of the good.  I don't think anyone would complain 
> about the command being innacurate if it didn't provide 
> useful information everyone wanted.
> 
> I'm just trying to brainstorm ideas to make it better.
> 
> 		-Erec
the _reason_ Khosan's command isn't accurate _isn't_ the fault of
his command, its hte fault of the references available, which are
the fault of _your_ ISP

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

poster: Warchief
subject: >>mmm
date: Wed Oct 18 01:56:18 2000

On Tue Oct 17 16:08:44 2000 Mixer wrote post #217:
> On Tue Oct 17 01:42:54 2000 Snoop wrote post #203:
> > I know this has been posted before, but.
> > I'd like guild leaders, like race leaders, but for guilds.
> > IMO it should be leaders just for the gammas but it should be based on
> > skills/spells for the entire tree. It should also be based on level and
> > masteries.
> > Like leader for the warrior guild should be based on skills from
> > the warrior tree aswell as level, and masteries.
> > The leader doesnt have to get anything really, just +penis_size =)
> > */Snoop
> Ok we can do this, but obviously we'd then have to tune down the
> highbies who are obviously going to be the guild leaders...

This would be doable but not by using the mastery skills simply
because higher-worth players would just take over.  It would be
better done if it was based on time in the specific beta guild. 
Also, since this would actually be a difficult feat to accomplish
until you got the leader position and never reincarnated, I think
some sort of equipment should be awarded.  Similar to the race
leader equipment in that it's not very strong, just something for
prowess.  On the other hand, since this person would be the most
experienced in their guild, they could receive a special piece of
equipment that for role-playing reasons "is handed down by the
masters of said guild."  This piece would be fairly strong and take
up a slot, or maybe grow with time like guild equipment does
currently.  If this side is taken, the master equipment could
replace the guild equipment, just being stronger and adding slightly
better bonuses, I think this idea would be the best.  Thanks you for
listening to my thoughts.

-Chief

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

poster: Snoop
subject: >>>mmm
date: Wed Oct 18 02:46:05 2000

Just want to say that masteries, as in rank in guild, is obviously
in some ways linked to time spent in guild. Just think that if say
person X reincs to guild Y and then gets to be the guild leader.
Then lets say that person X decides to retire, no1 will ever be able
to be longer in the guild than that person, however masteries are
also gained by usage and stuff. So i think leadership should be
based on multiply factors.
*/Snoop


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

poster: Tigran
subject: >>>dodge
date: Wed Oct 18 02:55:57 2000

Pedron wrote: 
is it safe to assume any 
killtheft/harassment rules would apply to folks who grab the big pile of 
loot you dropped at your feet to make a kill?

--- 


I wouldn't think so actually.  If you really want to avoid the dodge
penalties, go sell the loot more often.  Taking loot from a kill
repeatedly from someone elses kill I would consider (carefully)
before declaring it harassment or something like that.  However, if
you are intentionally dropping the items...it's your risk.

T

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

poster: Tigran
subject: >gauntlet
date: Wed Oct 18 02:57:50 2000

On Tue Oct 17 16:01:05 2000 Pedron wrote post #216:
> Clanmates are talking about how could a stronghold 
> might be if we could setup 
> defenses comparable to rooms in the gauntlet.
> 
> Maybe purchase a gauntlet-style room that has a monsie in it of a 
> given level depending on the price you paid.
> Set a list of friends who can move through it like normal, and force 
> intruders to move through the gauntlet defenses or fake-die and 
> be kicked back out of the stronghold.
> They can't wimpy and any new prots/healing they do while tangling with 
> the stronghold defenders have to be cast in combat.
> 
> If doors that could be bashed down were introduced, gauntlet-style 
> defenses with guards who reset would be cool.
> 
> The gauntlet really is a cool thing and would 
> be cooler once the glitches are ironed out.  Might incorporate 
> gauntlets into a new quest or eq monsie quest here and there 
> for a different kind of hack 'n slash in the game.
> 
> -pedron
I really doubt this happens.  This is definitly not the type of
direction I want to see strongholds go.

T

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

poster: Basketball
subject: >>Gauntlet
date: Wed Oct 18 03:32:19 2000

Basketball bounces into the room to annoy someone.
[58] ARESTE/D Chimera
Nullifies Basketball.
Basketball falls to the ground DEAD!
Basketball (dragon) Whoops, wrong Stronghold.

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

poster: Nyx
subject: >>>Gauntlet
date: Wed Oct 18 03:59:09 2000

On Tue Oct 17 19:32:19 2000 Basketball wrote post #223:
> Basketball bounces into the room to annoy someone.
> [58] ARESTE/D Chimera
> Nullifies Basketball.
> Basketball falls to the ground DEAD!
> Basketball (dragon) Whoops, wrong Stronghold.
What the hell?......
Nyx

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

poster: Erec
subject: >>>>Countries
date: Wed Oct 18 04:04:58 2000

On Tue Oct 17 16:10:58 2000 Mixer wrote post #218:
> On Tue Oct 17 10:43:50 2000 Erec wrote post #209:
> > Don't get me wrong, Khosan - I wouldn't want the best to be 
> > the enemy of the good.  I don't think anyone would complain 
> > about the command being innacurate if it didn't provide 
> > useful information everyone wanted.
> > 
> > I'm just trying to brainstorm ideas to make it better.
> > 
> > 		-Erec
> the _reason_ Khosan's command isn't accurate _isn't_ the fault of
> his command, its hte fault of the references available, which are
> the fault of _your_ ISP
I realize this.  That was why I was trying to come up with an
alternative that didn't depend on them.

And in response to Zifnab's earlier post, yes I do think most
people will put up accurate information.  Some won't, but that's
ok.  Since many people seem interested in the information the
command gives, I do trust them to keep it accurate.

I'm not sure why the various wizards posting on this issue are
seeming so angry.  There was never in any of my statements any
criticism intended.  What gives?  Why is this such a hot-button
issue?
			-Erec

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

poster: Baer
subject: >>>>Gauntlet
date: Wed Oct 18 04:05:29 2000

On Tue Oct 17 19:59:09 2000 Nyx wrote post #224:
> On Tue Oct 17 19:32:19 2000 Basketball wrote post #223:
> > Basketball bounces into the room to annoy someone.
> > [58] ARESTE/D Chimera
> > Nullifies Basketball.
> > Basketball falls to the ground DEAD!
> > Basketball (dragon) Whoops, wrong Stronghold.
> What the hell?......
> Nyx
Sigh, I did not see this post the first time, since I have Basketball ignored.
Please be more considerate and selective in your follow up posts, a
one line 'What the hell?' is pretty useless.

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

poster: Temma
subject: Summary Addition
date: Wed Oct 18 04:07:48 2000

Could the amount of gold earned each login be put in summary?

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

poster: Tigran
subject: >Summary Addition
date: Wed Oct 18 04:08:34 2000

On Tue Oct 17 20:07:48 2000 Temma wrote post #227:
> Could the amount of gold earned each login be put in summary?
This would be rather difficult to track, and nearly pointless IMHO. 
It's definitly not worth the work.


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

poster: Nyx
subject: >>>>>Gauntlet
date: Wed Oct 18 04:36:08 2000

Baer wrote:
Sigh, I did not see this post the first time, since I have Basketball ignored.
Please be more considerate and selective in your follow up posts, a
one line 'What the hell?' is pretty useless.


To follow up:
First off, to Basketball. I will admit I have made retarded posts in
the past, granted, how ever you make them on a regualer and multiple
daily basis. And most, like the one i responded too, make no sense,
nor pertain to the GD game in any way. Please knock it off. It is
annoying spam that got you channel banned in the first place. 
Second, to Baer. I am sorry that you have someone on ignore that I
did a follow up news post too. I will try to be more psychic next
time and read your ignore thoughts. Or you can be a mature person
and scroll thorugh as soon as you see basketballs name. I do it
through many posts, it's not hard. Plus, consider all the other
posts you missed, really I just wanted to remind you why you had him
on ignore.
So, in consideration, I too will stop with my spammy news, but many
of you who whine about them need to learn the saying, "He who is
without sin may cast the first stone". 
With that, I will shut up and post only things I think relavent,
please be considerate and do the same.
Nyx, whom is slightly testy and has had a 'loverly' day.

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

poster: Zax
subject: >>>>dodge
date: Wed Oct 18 05:10:13 2000

hrm, this might not be directly related to the previous dodge-posts
stream, but is there any particular reason why i would dodge 100+
times killing 20k worth of mobs as a 3'7 goblin and dodge twice
killing the same 20k worth of mobs as a 5'8 grorrark. same
level/skills etc i had both times (that is i didn't even have the
dodge skill). i know size comes into account but it's a pretty big
variation.


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

poster: Zifnab
subject: >>Summary Addition
date: Wed Oct 18 05:25:29 2000

On Tue Oct 17 20:08:34 2000 Tigran wrote post #228:
> On Tue Oct 17 20:07:48 2000 Temma wrote post #227:
> > Could the amount of gold earned each login be put in summary?
> This would be rather difficult to track, and nearly pointless IMHO. 
> It's definitly not worth the work.
> 
its actually easy to track how much gold you get into your body..
the problem is trying to differentiate between what was given to
you by a player, withdrawn from teh bank, picked up off
the ground, gotten from a monster, selling items etc

it really is more trouble thatn its worth.

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

poster: Raw
subject: >>>>dodge
date: Wed Oct 18 10:21:28 2000

On Tue Oct 17 18:55:57 2000 Tigran wrote post #221:
> Pedron wrote: 
> is it safe to assume any 
> killtheft/harassment rules would apply to folks who grab the big pile of 
> loot you dropped at your feet to make a kill?
> 
> --- 
> 
> 
> I wouldn't think so actually.  If you really want to avoid the dodge
> penalties, go sell the loot more often.  Taking loot from a kill
> repeatedly from someone elses kill I would consider (carefully)
> before declaring it harassment or something like that.  However, if
> you are intentionally dropping the items...it's your risk.
> 
> T

This is getting silly, first the game is designed that as tank (ie solo)
you can not carry "anything" and even a wiz say you should drop your
carried loot while killing. The you say that it's "your own risk", so
that if a stupid newbie/highbie/whatever continiously follow you from
room to room and steal your stuff, it is not harrasmen since you 
intentionally dropped it, even though you play the game as it is designed.
And please don't come with "go sell more often". A lot of places are a
long way from shops, and if you play something like a hobbit thief,
you can't carry much at all, and rely heavily on your dodge since you
have no healing at all. You would have to run sell after like what?
2-3 kills? It would obviously nuke the fun of killing those mobs and
limit your span of kills to those close to shops. Is that what you want?

raw

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

poster: Raw
subject: >>>Summary Addition
date: Wed Oct 18 10:31:25 2000

On Tue Oct 17 21:25:29 2000 Zifnab wrote post #231:
> On Tue Oct 17 20:08:34 2000 Tigran wrote post #228:
> > On Tue Oct 17 20:07:48 2000 Temma wrote post #227:
> > > Could the amount of gold earned each login be put in summary?
> > This would be rather difficult to track, and nearly pointless IMHO. 
> > It's definitly not worth the work.
> > 
> its actually easy to track how much gold you get into your body..
> the problem is trying to differentiate between what was given to
> you by a player, withdrawn from teh bank, picked up off
> the ground, gotten from a monster, selling items etc
> 
> it really is more trouble thatn its worth.

Why do you have to differentiate between where you get gold from?
Most people will remember how much they witdrew from the bank, or got
for selling some eq. Since the rest is what was earned, it's not very
hard for the players themselves to subtract this from the total
given in summary, ie. they know what they have earned.

raw

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

poster: Zifnab
subject: >>>>Summary Addition
date: Wed Oct 18 13:37:22 2000

On Wed Oct 18 02:31:25 2000 Raw wrote post #233:
> On Tue Oct 17 21:25:29 2000 Zifnab wrote post #231:
> > On Tue Oct 17 20:08:34 2000 Tigran wrote post #228:
> > > On Tue Oct 17 20:07:48 2000 Temma wrote post #227:
> > > > Could the amount of gold earned each login be put in summary?
> > > This would be rather difficult to track, and nearly pointless IMHO. 
> > > It's definitly not worth the work.
> > > 
> > its actually easy to track how much gold you get into your body..
> > the problem is trying to differentiate between what was given to
> > you by a player, withdrawn from teh bank, picked up off
> > the ground, gotten from a monster, selling items etc
> > 
> > it really is more trouble thatn its worth.
> 
> Why do you have to differentiate between where you get gold from?
> Most people will remember how much they witdrew from the bank, or got
> for selling some eq. Since the rest is what was earned, it's not very
> hard for the players themselves to subtract this from the total
> given in summary, ie. they know what they have earned.
> 
> raw
because I put myself into the players position and jumped
to the next logical question/idea/bug that would be posted on 
the matter.

If its easy for players to subtract that amount, it shoudl be
equally easy to make a trigger to total the gold from monsters, 
+ the loot you sell.

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

poster: Arkangyle
subject: death spam
date: Wed Oct 18 19:32:11 2000

  I was thinking, could be have a separate channel for deaths other
than inform ... so that I can choose to not get spammed by eq
parties while still listening for the important event
announcements.

- Arkangyle

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

poster: Denim
subject: Force Reinc.
date: Thu Oct 19 00:51:45 2000

I know a few players that are still in the old warrior guild tree,
maybe force reinc them when you force reinc the healers.

Denim

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

poster: Nop
subject: >>>>mmm
date: Thu Oct 19 02:26:54 2000

Great subject line there...this is RE: Guild leaders.  Why not
make it only for guilds which have guild items already, and base it
on the player with the most "mastery points" in that guild?  According
to the help file, mastery points already takes into consideration all the
multiple factors Snoop wants, and it seems every guild is getting an item
sooner or later.  Spammy guild eq (Nop's holy ankh of the High Priest 
instead of Nop's Holy ankh) is decent enough reward, IMO, seeing as all those
mastery points give you boni anyhoo.

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

poster: Snoop
subject: >>>>>mmm
date: Thu Oct 19 02:46:52 2000

On Wed Oct 18 18:26:54 2000 Nop wrote post #238:
> Great subject line there...this is RE: Guild leaders.  Why not
> make it only for guilds which have guild items already, and base it
> on the player with the most "mastery points" in that guild?  According
> to the help file, mastery points already takes into consideration all the
> multiple factors Snoop wants, and it seems every guild is getting an item
> sooner or later.  Spammy guild eq (Nop's holy ankh of the High Priest 
> instead of Nop's Holy ankh) is decent enough reward, IMO, seeing as all
those
> mastery points give you boni anyhoo.
mmm...actually that was what i meant by masteries, guild item
masteries, not trainable junk.
*/Snoop

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

poster: Snoop
subject: >>>>>>mmm
date: Thu Oct 19 02:52:10 2000

On Wed Oct 18 18:46:52 2000 Snoop wrote post #239:
> On Wed Oct 18 18:26:54 2000 Nop wrote post #238:
> > Great subject line there...this is RE: Guild leaders.  Why not
> > make it only for guilds which have guild items already, and base it
> > on the player with the most "mastery points" in that guild?  According
> > to the help file, mastery points already takes into consideration all the
> > multiple factors Snoop wants, and it seems every guild is getting an item
> > sooner or later.  Spammy guild eq (Nop's holy ankh of the High Priest 
> > instead of Nop's Holy ankh) is decent enough reward, IMO, seeing as all
> those
> > mastery points give you boni anyhoo.
> mmm...actually that was what i meant by masteries, guild item
> masteries, not trainable junk.
> */Snoop
oh yeah, course guild leaders should have curly brackets too =)
curly brackets is to die for
umm...and something like 'leader of the mofo guild' in finger info
*/Snoop

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

poster: Nop
subject: >>>>>>mmm
date: Thu Oct 19 03:20:00 2000

On Wed Oct 18 18:46:52 2000 Snoop wrote post #239:
> mmm...actually that was what i meant by masteries, guild item
> masteries, not trainable junk.
> */Snoop
Well then, in response to your complaints, guild item help claims
that mastery points are completely different from guild rank..
Rank is based on time in guild, but mastery points are not.  Anyhoo,
the help guild items also says that rank is for bragging rights only.  But
it is kinda hard to brag when you're the only one who can see your rank.
How about variable guild items, too, but have them represent rank,
not mastery points.  So, for example, it'd be 
Nop's holy ankh of {tin|copper|bronze|silver|gold|platinum|sigwaldium}
(Yah, I'm sucking up to the man in charge of guilds)
depending on your guild rank.  It wouldn't have to be updated every time you
gain a guild rank, just whenever the item gets recreated (logins, no?)
It shouldn't be hard to code, either, since you're already going to the
trouble of sticking our names on the items.

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

poster: Pedron
subject: >>>>>>Gauntlet
date: Thu Oct 19 03:48:14 2000

On Tue Oct 17 20:36:08 2000 Nyx wrote post #229:
> Baer wrote:
> Sigh, I did not see this post the first time, since I have Basketball
ignored.
> Please be more considerate and selective in your follow up posts, a
> one line 'What the hell?' is pretty useless.
> 
> 
> To follow up:
> First off, to Basketball. I will admit I have made retarded posts in
> the past, granted, how ever you make them on a regualer and multiple
> daily basis. And most, like the one i responded too, make no sense,
> nor pertain to the GD game in any way. Please knock it off. It is
> annoying spam that got you channel banned in the first place. 
> Second, to Baer. I am sorry that you have someone on ignore that I
> did a follow up news post too. I will try to be more psychic next
> time and read your ignore thoughts. Or you can be a mature person
> and scroll thorugh as soon as you see basketballs name. I do it
> through many posts, it's not hard. Plus, consider all the other
> posts you missed, really I just wanted to remind you why you had him
> on ignore.
> So, in consideration, I too will stop with my spammy news, but many
> of you who whine about them need to learn the saying, "He who is
> without sin may cast the first stone". 
> With that, I will shut up and post only things I think relavent,
> please be considerate and do the same.
> Nyx, whom is slightly testy and has had a 'loverly' day.
I don't really mind reading spam posts, but I think all the folks who 
dislike spam so much should quit spamming.  Saves you time and the other 
folks who dislike spam so much won't be inclined to spam you back with 
more spammy responses, and you won't be inclined to respond spammily to 
their spammy posts to which they'll feel inclined to respond until a 
higher power tells everyone to stfu. :)

I'm not telling anything to anyone, just a thought that crosses my mind 
whenever people bother to write more spam about the tediousness 
of spam.

-Pedron hides this spammy post behind everyone else's spam. :)

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

poster: Energystar
subject: >Exploration Bonus.
date: Thu Oct 19 05:03:10 2000

On Sat Oct 14 10:00:52 2000 Lasher wrote post #173:
> When the exploration bonus first went in, it was impossible
> to get 6000 rooms and we all eagerly awaited the addition of
> new areas. As they were added it got easier and easier
> to get the 6,000 rooms, and now there's almost nothing
> to it.
> 
> Perhaps it's time to move the bonus to 2,500 increments?
> 
> Just a thought :)
> 
> Lasher.
 I like the idea, but what about those who have already gotten 6k
rooms, but not 7.5k?
 They would already have thier 60tps, and it doesn't seem fair to
take the last 20 away, nor does it seem fair to let the have 60tps
with less rooms than the newer system would require.
 --Es.

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

poster: Zifnab
subject: >>Exploration Bonus.
date: Thu Oct 19 05:58:30 2000

On Wed Oct 18 21:03:10 2000 Energystar wrote post #243:
> On Sat Oct 14 10:00:52 2000 Lasher wrote post #173:
> > When the exploration bonus first went in, it was impossible
> > to get 6000 rooms and we all eagerly awaited the addition of
> > new areas. As they were added it got easier and easier
> > to get the 6,000 rooms, and now there's almost nothing
> > to it.
> > 
> > Perhaps it's time to move the bonus to 2,500 increments?
> > 
> > Just a thought :)
> > 
> > Lasher.
>  I like the idea, but what about those who have already gotten 6k
> rooms, but not 7.5k?
>  They would already have thier 60tps, and it doesn't seem fair to
> take the last 20 away, nor does it seem fair to let the have 60tps
> with less rooms than the newer system would require.
>  --Es.
sorry, but my opinion it doesnt have to be 100% fair, consider
it a bonus to those that explored early.  We have always said
from the start that we would adjust that number as the mud grew.

didnt realize we had quite so many rooms now.

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

poster: Sigwald
subject: >Force Reinc.
date: Thu Oct 19 16:46:25 2000

On Wed Oct 18 16:51:45 2000 Denim wrote post #236:
> I know a few players that are still in the old warrior guild tree,
> maybe force reinc them when you force reinc the healers.
> 
> Denim

Didn't know there were still left, but I guess yeah could reinc these
as well.

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

poster: Urg
subject: exp bonuses
date: Thu Oct 19 21:13:05 2000

loot
dig grave
dont take offense at this - just a thought - but why dont we change
the "there are loadsa players on - have +5%exp" thing
it would seem far more sensible if it was possible to make the exp
gained from a monster relative from the number of players on - like
increase the amount of experience by 0.1% for every player on - this
would still bring about a 5% increase for 50 player being on - but
would also cater for those moments when 80+ people are on and there
are NO monsies about!
just an idea... URG

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

poster: Basketball
subject: Colonial Area
date: Fri Oct 20 04:05:02 2000

We can have a Colonial Area. Hangings and Bannings and Witches oh my!
(PS: Thought of Quakers and Brandings for Harmers to give for fun)

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

poster: Tranquil
subject: Alignment issues
date: Fri Oct 20 04:07:41 2000

It seems that the recent alignment change is causing problems for a
few players, mostly harmers at the moment. I have read a few whines
and heard a few conversations since the change, but haven't heard a
single solution be suggested. I know that weavers will, when they
get bigger, get a spell that will lower the effect of the current
align system, but thats at the bravo level and doesn't really help
any weavers between level 20 and 40.
Maybe you could, if not solve the problem, at least reduce it by
giving both weavers and inquisitors a mastery that lowers the effect
on the players alignment, trainable to 1/2 of the racial max for the
beta and give the skill in one/all of the gamma guilds to train the
skill to the racial maximum. maybe "corrupted soul" and "divine
worship" for inquisitors and weavers respectively.
In addition to this, a spell for the upcoming harmer tree recode to
be added, possibly named "malevolent thoughts" to either speed up
the alignment towards evil, or slow down the alignment towards
good.
Other than these suggestions, might it be possible/desirable to have
certain healing spells and harming spells raise and lower alignment
respectively?
Just a few thoughts to push the whines in a constructive direction.

- Tranquil


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

poster: Regan
subject: eq
date: Fri Oct 20 05:29:20 2000

was just wondering why all these limitations were put on weapons but
not also eq... semms like if i can't weild the good weapons i
shouldn't be able to wear the heavy eq either...

-Regan

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

poster: Energystar
subject: floating disc
date: Fri Oct 20 17:46:38 2000

 
 Is it possible to show what the disc contains only if it is
lowered, or perhaps only when you look at it?
 It is kind of spammy seeing everything the disc contains every time
you enter a new room.
 --Es.

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

poster: Energystar
subject: discs
date: Fri Oct 20 20:12:43 2000

 Can you also make it put  on disc?
 Or put all on disc.
 Right now, one object at a time has to be put on it.
 ==Es.

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

poster: Zifnab
subject: >discs
date: Fri Oct 20 20:16:19 2000

On Fri Oct 20 12:12:43 2000 Energystar wrote post #252:
>  Can you also make it put  on disc?
>  Or put all on disc.
>  Right now, one object at a time has to be put on it.
>  ==Es.
yes i can only do so much at once, making that work is trivial, the
problem we have at the moment is im about to break get badly i think.

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

poster: Basketball
subject: New Wish
date: Sat Oct 21 21:01:51 2000

Maybe a Greater Wish that would allow you to use Skills and Spells
all at once.

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

poster: Urza
subject: a tick TOCK
date: Sun Oct 22 02:03:22 2000

maybe once in like every 10 ticks or TOCKS there should be a tick
TOCK which would be a tick plus your TOCK.  

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

poster: Pedron
subject: >a tick TOCK
date: Sun Oct 22 02:05:12 2000

On Sat Oct 21 18:03:22 2000 Urza wrote post #255:
> maybe once in like every 10 ticks or TOCKS there should be a tick
> TOCK which would be a tick plus your TOCK.  
Greater wish regen might be cool at your level.
is +40 to tock I believe

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

poster: Urg
subject: wish
date: Sun Oct 22 11:53:06 2000

why not make a wish (prolly needs to be a greater) that lets ya warp

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

poster: Nightfall
subject: open rolls
date: Sun Oct 22 12:03:13 2000


    I would love to see Open Rolls added to our sucess/failure rolls. This
would represent a bit more random chance in the game.  I have seen a lot of
other games do something similar and it really does add something.

    An open ended roll is where say on a d100 the following would happen:

1-5       Roll again and subtract them, if it's a 1-5, keep doing it.
6-95      Your done, this is added to your regular roll
96-100    Roll again and add the results, if it's a 96-100, keep doing it.

You could get numbers from -500 to +500 or more.  Something could
really nail you, or it could really mess it up.

    Not only would this add more of a critical chance in the game but could
be usefull for future additions.  Maybe a damage system or armour/weapons. 
The addition of a wounds/limbs system.  Spells alone could be completely
chaotic on the very high and verylow ends.  Please take this idea into
consideration.

  -NF


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

poster: Khosan
subject: >open rolls
date: Sun Oct 22 18:03:10 2000

On Sun Oct 22 04:03:13 2000 Nightfall wrote post #258:
>     I would love to see Open Rolls added to our sucess/failure rolls. This
> would represent a bit more random chance in the game.  I have seen a lot of
> other games do something similar and it really does add something.
> 
>     An open ended roll is where say on a d100 the following would happen:
> 
> 1-5       Roll again and subtract them, if it's a 1-5, keep doing it.
> 6-95      Your done, this is added to your regular roll
> 96-100    Roll again and add the results, if it's a 96-100, keep doing it.
> 
> You could get numbers from -500 to +500 or more.  Something could
> really nail you, or it could really mess it up.
> 
>     Not only would this add more of a critical chance in the game but could
> be usefull for future additions.  Maybe a damage system or armour/weapons. 
> The addition of a wounds/limbs system.  Spells alone could be completely
> chaotic on the very high and verylow ends.  Please take this idea into
> consideration.
> 
>   -NF
> 
This is not a paper game. We don't use dices. Instead we ask Phire for
a formula with a statical variance that fits our needs :-)

Really, you have no idea what our formulas look like. They where recently
made less random because players don't like to die totally randomly to
small monsters that shouldn't have been able to scratch them.

Khosan

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

poster: Rizzly
subject: guild
date: Mon Oct 23 17:09:47 2000

Maybe it could be made so that when you finger someone, the finger
info tells you their guild, as well as the information it gives now,
instead of making you guess whether they can heal or blast?

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

poster: Sigwald
subject: >guild
date: Mon Oct 23 17:13:50 2000

On Mon Oct 23 09:09:47 2000 Rizzly wrote post #260:
> Maybe it could be made so that when you finger someone, the finger
> info tells you their guild, as well as the information it gives now,
> instead of making you guess whether they can heal or blast?
Used to be the case, but it made finger pretty spammy
so it got removed. You can use who guild blah to get information.

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

poster: Nightfall
subject: plaque
date: Mon Oct 23 17:36:47 2000


     Lets remove the lvl 1's from the plaque regardless of worth.
If they can;t even bother to reinc they obviously are not very
active and imo should be rm'd from it for inactivity.

  -NF


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

poster: Skillz
subject: identify
date: Mon Oct 23 19:14:15 2000

I have identify spell since im in psychics guild and i have a guild
item (broom) since im in witch guild. 
So why i can't identify my broom? After all is there any method to
find out my broom stats?

Skillz, Learning warlock

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

poster: Apathy
subject: >identify
date: Mon Oct 23 19:22:31 2000

On Mon Oct 23 11:14:15 2000 Skillz wrote post #263:
> I have identify spell since im in psychics guild and i have a guild
> item (broom) since im in witch guild. 
> So why i can't identify my broom? After all is there any method to
> find out my broom stats?
> 
> Skillz, Learning warlock

It used to be possible to id your broom, but it was changed so that
you can't, because for some reason the people in charge feel that
guild items shouldn't be id'd.

-Apathy

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

poster: Arkangyle
subject: yellow mist
date: Tue Oct 24 07:49:01 2000

(Originally in player.bugs)
  I am not sure if anything exists already, but I think a nice
addition to the mist mage guild might be a skill that allows them to
suck in a yellow mist that already exists ... seeing as how that is
their specialty.  Possibly it could give some sps to the mist mage
also, for absorbing the energy.

- Arkangyle

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

poster: Snoop
subject: mm
date: Thu Oct 26 06:56:28 2000

How about changing it so that the body part you get when you pk
captures the name of the killer. Like now it says "This is a trophy
of you killing Foo". Imo it's rather silly that it's that msg for
anyone who looks, should be "This is a trophy of Killer killing
Lousy Victim" or something like that =)
*/Snoop
P.S not that i pk any, i'm peaceful.

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

poster: Tarquin
subject: Guild items
date: Thu Oct 26 19:43:50 2000

Could the guild information list guild items and their slots?  Would
be nice to know that I get an amulet from Evoker, before I join. 
I don't mean a new helpfile, but add it to the guild information,
from when you talk to the guild leader, and select 'b'.

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

poster: Artea
subject: Inquisitor/Weaver alignment problems
date: Fri Oct 27 20:22:17 2000

Heres a thought:  How bout a skill for inquisitors and weavers that
makes their alignment lean towards satanic/godlike respectively? 
I.E., if the skill was maxed for an inquisitor, killing evil
creatures would have X percent less of an effect in raising his
alignment, and killing a good align creature would have X percent
more of an effect in lowering his alignment.  I think it's a good
idea for a skill, as long as it's not made too effective.  Theres my
2 cents.
-Artea

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

poster: Magneto
subject: >Inquisitor/Weaver alignment problems
date: Fri Oct 27 21:16:37 2000

On Fri Oct 27 12:22:17 2000 Artea wrote post #268:
> Heres a thought:  How bout a skill for inquisitors and weavers that
> makes their alignment lean towards satanic/godlike respectively? 
> I.E., if the skill was maxed for an inquisitor, killing evil
> creatures would have X percent less of an effect in raising his
> alignment, and killing a good align creature would have X percent
> more of an effect in lowering his alignment.  I think it's a good
> idea for a skill, as long as it's not made too effective.  Theres my
> 2 cents.
> -Artea
What is the skill supposed to represent?  Maybe kinder gentler ways to kill
goblins?

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

poster: Squee
subject: >>Inquisitor/Weaver alignment problems
date: Fri Oct 27 21:36:51 2000

I think Artea has an excellent point. If your Pure Evil, and have
stayed so for a long time thanks to a daily ritual (the skill) it
won't have too terribly heavy an effect on your alignment, and
Holier the other way around. It's not the what or how you kill, it's
what you feel when you do it.

Squee the Goblin Noble (Who is off to hack on something. Something evil.....)

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

poster: Golte
subject: >>>Inquisitor/Weaver alignment problems
date: Fri Oct 27 21:47:37 2000

The one in a party that gets the killing blow should get 
the same align shift as if he had soloed it. 
The rest of the party should get a much lower effect. 
Then harmers could stop blasting after bad shape to
slow down their align decay. 

It sounds wellbalanced and decent logical to me. 
There could be better logics perhaps, but it's more logical 
than any skill to change alignment, and better balanced too. 


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

poster: Golte
subject: >>>Inquisitor/Weaver alignment problems
date: Fri Oct 27 22:00:09 2000

On Fri Oct 27 13:36:51 2000 Squee wrote post #270:
> I think Artea has an excellent point. If your Pure Evil, and have
> stayed so for a long time thanks to a daily ritual (the skill) it
> won't have too terribly heavy an effect on your alignment, and
> Holier the other way around. It's not the what or how you kill, it's
> what you feel when you do it.
> 
> Squee the Goblin Noble (Who is off to hack on something. Something
evil.....)
When you are in a religous guild your spell
effect depends on what your gods think about
you and not what you think about yourself. 

The theme is that you constantly use 
divine favours as a cleric. 

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

poster: Dram
subject: >Inquisitor/Weaver alignment problems
date: Sat Oct 28 01:36:06 2000

On Fri Oct 27 12:22:17 2000 Artea wrote post #268:
> Heres a thought:  How bout a skill for inquisitors and weavers that
> makes their alignment lean towards satanic/godlike respectively? 
> I.E., if the skill was maxed for an inquisitor, killing evil
> creatures would have X percent less of an effect in raising his
> alignment, and killing a good align creature would have X percent
> more of an effect in lowering his alignment.  I think it's a good
> idea for a skill, as long as it's not made too effective.  Theres my
> 2 cents.
> -Artea
Don't hold your breath cause it isn't going to happen.

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

poster: Nop
subject: >>Inquisitor/Weaver alignment problems
date: Sat Oct 28 10:02:10 2000

On Fri Oct 27 13:16:37 2000 Magneto wrote post #269:
> On Fri Oct 27 12:22:17 2000 Artea wrote post #268:
> > Heres a thought:  How bout a skill for inquisitors and weavers that
> > makes their alignment lean towards satanic/godlike respectively? 
> > I.E., if the skill was maxed for an inquisitor, killing evil
> > creatures would have X percent less of an effect in raising his
> > alignment, and killing a good align creature would have X percent
> > more of an effect in lowering his alignment.  I think it's a good
> > idea for a skill, as long as it's not made too effective.  Theres my
> > 2 cents.
> > -Artea
> What is the skill supposed to represent?  Maybe kinder gentler ways to kill
> goblins?
I know Dram said it would never happen, and I'm not asking that it be 
made to happen, but just to support the idea that anything is possible, 
here are my interpretations:
The Inquisitor skill is called, "impious treachery," and represents 
the typical means of advancement in the ranks of evil.  When you attack
that fellow evil monster, you are in fact not trying to make the world 
a better place; you want his job.  The right God might respect such
ambition.

The weaver skill was harder, and requires some chivalric and/or
bushido thought.  Bushido would be easier to implement, not that it's 
going to happen.  It'd be called holy duel, and basically you're 
challenging that pious and holy mob to a duel.  When it dies, chivalry 
would demand you grant mercy.  You'd get xp, the mob would disappear 
w/o a corpse, but leave his gold and eq as bloodprice.  Bushido would 
have the monster gempukku in shame, leaving a corpse and all eq.
Equivalently, if you get down to zero hp, the monster expects *you*
to gempukku in shame.  Not sure how to insure dying in a chivalric 
context.

Tally ho,
Nop.
PS: Sorry for the repost, I wanted to try and fix the margins.

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

poster: Snoop
subject: tick
date: Sun Oct 29 08:05:20 2000

How about makin it so when one have ticks off you dont get that.
You are hungry and fail to regen.
*/Snoo
doh
*/Snoop

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

poster: Wagro
subject: barkley emote
date: Sun Oct 29 08:07:33 2000

now that player deaths are put on death channel, shouldnt the
barkley emote be on death channel and not inform? =p

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

poster: Pedron
subject: hpr/spr/epr
date: Sun Oct 29 09:30:59 2000

How about putting hp_regen, sp_regen, ep_regen 
stats into score?  Just the raw number +eq bonuses if any.
Would be easier than testing eq by watching tocks with and without 
the eq on.

Thanks,
pedron

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

poster: Mikul
subject: Bug/Buy
date: Sun Oct 29 18:33:31 2000

Why not make bug have a min number of 10 chars or something, before
it will return to bug report. Seeing as bug should have some
kind of infomation supplyed

Mikul

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

poster: Ada
subject: purifying drizzle
date: Sun Oct 29 21:30:17 2000

Purifiying drizzle should be able to remove yellow mist, as well.

- ada

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

poster: Jaws
subject: events
date: Sun Oct 29 22:33:11 2000

how about when killin event mobs
in a party
have it tally under party name
TT
not individual who happened to kill it
then if they get an item - give it to party leader

Jaws

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

poster: Baer
subject: Alignment in prompt
date: Mon Oct 30 04:38:53 2000

Having an option to put our alignment string in our prompts would
make it much easier for clerics to stay good or evil, since
alignment depends on number in party, what monsters you kill, what
your alignment started at etc.

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

poster: Baer
subject: Prompt
date: Mon Oct 30 04:43:05 2000

When resetting our prompt, we either have to keep a copy of what it
is for future reference, or try decode that 158/666 back into %h/%H.


Some kind of command to show us our current settings like prompt
'HP: %h/%H SP: %s/%S EP: %e/%E >' would assist those of us with
complex prompts :)

Baer

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

poster: Pedron
subject: gloves
date: Mon Oct 30 23:41:29 2000

maybe I'll take some flak for this idea, but posting 
anyway. :)

How about splitting pairs of gloves into 
individual l.glove r.glove 
eqs that can be mixed or matched or only one worn if desired.
Could cut or split the stats evenly between 
broken pairs so net effect is intact when both gloves 
of a pair are worn.

If not this, how about someone code a left glove that's not top slot or 
2megs cost that anyone over level 15 can wear.
Left fig glove that is. :)
Request for left fig glove in lowbie/midbie/subtopslot range is in eq_wishes 
already before anyone directs me there.

danka,
pedron

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

poster: Arkangyle
subject: body spells/mist form/lava etc
date: Tue Oct 31 00:55:50 2000

  I think it would be nice if casting another body spell (rather
than saying you have too many abjurations of that class) dispelled
the previous body and instated the new one on success.

- Arkangyle

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

poster: Squee
subject: >gloves
date: Tue Oct 31 03:39:49 2000

Great, get me a red coat and some plastic surgery and I can soon be
Michael Jackson, but you try it out first.

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

poster: Arkangyle
subject: Egg hunt
date: Tue Oct 31 14:59:38 2000

Perhaps now that we have much more functionality with events,
instead of having the "eggs" command it would be more appropriate to
display that information when doing events score Egg hunt.

- Arkangyle

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

poster: Nightfall
subject: party private
date: Wed Nov  1 08:00:26 2000


     new cmd, party private.  Would keep information in say, all parties,
private, and away from the general public of the mud.

  -NF

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

poster: Nightfall
subject: news
date: Wed Nov  1 20:57:46 2000


      Two things to do with news.  Could we add a news group, something
along the lines of tales/puzzles/and general bs.  Would add a place
for people to share a bit more stuff in news without spamming the other
groups.
     Second, a description feature added for each group.  It could
either default to the first post (staying there, not getting removed or
archived).  And/or a one liner description in the groups list.  Not 
sure if this is something that you would want added over at Lima or
not.

  -NF


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

poster: Pedron
subject: xl safes
date: Thu Nov  2 01:32:34 2000

I know it's been requested in the past, but am posting again 
in case it was forgotten. :)  Can we have extra large safes?
Call them vaults or something maybe and sell for 200-300k 
gold.
Right now I just can't fit my extra weapon in there, but if 
I upgrade another piece of eq it looks like my primary set will 
spill over into another safe.
Just a double or triple capacity thing atdouble/triple the cost
would be fine.  If the parser doesn't like 
dealing with so many items(I know current safes sometimes bug for
too many items), 
might make it.. oh well, I dunno, if the 
parser can handle it without missing a beat we can just spam ourselves 
with the 2-3 screenfuls of eq we could possibly cram in there.

Pedron, crams rhls, kindle axe and armor in one safe, drops spidranox whip 
in a safe all to itself. :P

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

poster: Pedron
subject: lodestone counter
date: Thu Nov  2 05:04:11 2000

I now lodestones suck and are low priority, 
but how about building a little timer in them that 
starts counting from the day of creation 
so people can tell if some lodestone is due to 
self-destruct soon.

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

poster: Xphere
subject: attack skills
date: Thu Nov  2 09:44:45 2000

possbily when a target is stunned, attack skills could do more damage
it only seems reasonable that if a regular phys hit could do more
damage that an attack skill like bladed fury would do more damage
also
-X-

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

poster: Tarquin
subject: Shop command
date: Thu Nov  2 20:36:05 2000

list min 1000 - shows all items in the shop selling for 1000 or more gold.
list max 1000 - similar, yet different.

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

poster: Impulse
subject: wimpy direction
date: Thu Nov  2 21:01:28 2000

How about a new command wimpydir that allows you to set the
direction you will try to flee from battle.
It'll prevent us from trying to run one direction only to have wimpy
kick in and go the opposite - placing you in the same room as the
monster kicking your butt.

-Impulse

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

poster: Tarquin
subject: New list.
date: Thu Nov  2 23:22:11 2000

We need a means of keeping track of a**holes, like an unfriends
list.  A week from now I won't remember who stole the final blow
towards a monsie that was near death, but I could have added the
name to a list. And using 'friends' for such a purpose just seems
wrong.

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

poster: Squee
subject: >New list.
date: Thu Nov  2 23:36:47 2000

It's called a Note Book. Use it (on RD that is)

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

poster: Zifnab
subject: >New list.
date: Fri Nov  3 00:02:44 2000

On Thu Nov  2 23:22:11 2000 Tarquin wrote post #295:
> We need a means of keeping track of a**holes, like an unfriends
> list.  A week from now I won't remember who stole the final blow
> towards a monsie that was near death, but I could have added the
> name to a list. And using 'friends' for such a purpose just seems
> wrong.
notepad and paper if its that importan, or the note command

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

poster: Arkangyle
subject: autoloot
date: Fri Nov  3 00:05:36 2000

  I would appreciate it if autoloot only attempted to loot the
corpse of the npc you just killed.  Using area spells I get a page
or two of spam nowadays if my inventory goes full.

- Arkangyle

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

poster: Pedron
subject: >New list.
date: Fri Nov  3 00:07:19 2000

On Thu Nov  2 23:22:11 2000 Tarquin wrote post #295:
> We need a means of keeping track of a**holes, like an unfriends
> list.  A week from now I won't remember who stole the final blow
> towards a monsie that was near death, but I could have added the
> name to a list. And using 'friends' for such a purpose just seems
> wrong.
Make friends of anyone you liked or at least had a good party with and 
just forget the jerks.  If they're repeat offenders, 
their names will stick without need for lists. ;>

-pedron.

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

poster: Xphere
subject: reincs
date: Fri Nov  3 02:33:25 2000

possibly the target should be allowed to type touch (reincer's or
rever's) (globe or rod or whatever)
ive had two reincs not go through because the person couldnt type
touch xphere's rod and ended up touching someone elses when they
typed touch a rod
just an idea...
-X-

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

poster: Kazulanth
subject: Change to haim message
date: Fri Nov  3 03:07:04 2000

It would be a good thing to change the haim message so it doesn't
look like you are the only one healed by the spell. Countless
newbies feel it their duty to thank me every time I haim because
they think they are the only ones being healed. How about something
like 'x's prayer sweeps across the land and heals you as it passes'
or what not.

--kaz

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

poster: Baer
subject: >reincs
date: Fri Nov  3 03:33:47 2000

On Fri Nov  3 02:33:25 2000 Xphere wrote post #300:
> possibly the target should be allowed to type touch (reincer's or
> rever's) (globe or rod or whatever)
> ive had two reincs not go through because the person couldnt type
> touch xphere's rod and ended up touching someone elses when they
> typed touch a rod
> just an idea...
> -X-
If you are in hell, you do have the choice of which healer you
choose. Syntax is 'touch xphere globe'. 

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

poster: Zifnab
subject: >>reincs
date: Fri Nov  3 04:22:55 2000

On Fri Nov  3 03:33:47 2000 Baer wrote post #302:
> On Fri Nov  3 02:33:25 2000 Xphere wrote post #300:
> > possibly the target should be allowed to type touch (reincer's or
> > rever's) (globe or rod or whatever)
> > ive had two reincs not go through because the person couldnt type
> > touch xphere's rod and ended up touching someone elses when they
> > typed touch a rod
> > just an idea...
> > -X-
> If you are in hell, you do have the choice of which healer you
> choose. Syntax is 'touch xphere globe'. 
or touch _my_ globe

however it shouldnt go outside your inventory, that is a fault of 
the object

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

poster: Golte
subject: >>>reincs
date: Fri Nov  3 12:44:52 2000

On Fri Nov  3 04:22:55 2000 Zifnab wrote post #303:
> On Fri Nov  3 03:33:47 2000 Baer wrote post #302:
> > On Fri Nov  3 02:33:25 2000 Xphere wrote post #300:
> > > possibly the target should be allowed to type touch (reincer's or
> > > rever's) (globe or rod or whatever)
> > > ive had two reincs not go through because the person couldnt type
> > > touch xphere's rod and ended up touching someone elses when they
> > > typed touch a rod
> > > just an idea...
> > > -X-
> > If you are in hell, you do have the choice of which healer you
> > choose. Syntax is 'touch xphere globe'. 
> or touch _my_ globe
> 
> however it shouldnt go outside your inventory, that is a fault of 
> the object
Do this:
command accept touch my $1 globe

Then use accept as you are used to. 

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

poster: Skillz
subject: chat curse
date: Sat Nov  4 16:15:26 2000

I dont know if its original idea:
To make some event or curse spell, which will drop 1hp each
word/char you've typed on channel
Dont kick me too much if its old like mud idea :)
Skillz

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

poster: Phire
subject: suicide
date: Sat Nov  4 17:57:47 2000

This is not a rant against Tektor specifically.

Either give suicide back to the players or remove the command from
the wizards.
This suicide-restore is really old. I would like to have suicide
given back to the
player, but on one condition. If a person (player or wiz) suicides,
its permenant, no restore - no exceptions.

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

poster: Tektor
subject: Suicide
date: Sat Nov  4 17:59:32 2000

I think it should jsut be removed for wiz's cause I lost all my
important info. I had to create a new character I wasn't restored.

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

poster: Wildchild
subject: >Suicide
date: Sat Nov  4 20:35:23 2000

On Sat Nov  4 17:59:32 2000 Tektor wrote post #307:
> I think it should jsut be removed for wiz's cause I lost all my
> important info. I had to create a new character I wasn't restored.

Myself, I think it should be permanent. There is a little known
command, it's called "quit"... it logs you off and all, ya know?
That way, you can go do something else with your life, cool off or
whatnot. Try using it next time.

-WildChild

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

poster: Mixer
subject: >suicide
date: Sun Nov  5 02:09:13 2000

On Sat Nov  4 17:57:47 2000 Phire wrote post #306:
> This is not a rant against Tektor specifically.
> 
> Either give suicide back to the players or remove the command from
> the wizards.
> This suicide-restore is really old. I would like to have suicide
> given back to the
> player, but on one condition. If a person (player or wiz) suicides,
> its permenant, no restore - no exceptions.
I'm 100% behind this - I can't _stand_ martyr's.

If people really want to make a statement, make sure
they at least have the courage of their convictions.
Mix.

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

poster: Arkangyle
subject: weight information
date: Mon Nov  6 06:07:23 2000

  Might be nice if when we looked at standard items (
irewood/lambchops) we could see about how much they weigh like with
armor and weapons.

- Arkangyle

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

poster: Elendor
subject: Woodsman Guild Item
date: Mon Nov  6 12:27:00 2000

Just thought it would be nice if the guild item for 
the woodsman matched the witch for description,
for those who dont know what that means the check broom
in witch gives a description of the rank you are at in all
the guid affiliations e.g. curse chanter and potion brewer.
while the woodsmans check claok only gives you inforamtion 
on woodsman not affiliated e.g. natures blade.;

Elendor the Wandering Woodsman

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

poster: Energystar
subject: >New list.
date: Mon Nov  6 21:04:02 2000

On Thu Nov  2 23:22:11 2000 Tarquin wrote post #295:
> We need a means of keeping track of a**holes, like an unfriends
> list.  A week from now I won't remember who stole the final blow
> towards a monsie that was near death, but I could have added the
> name to a list. And using 'friends' for such a purpose just seems
> wrong.
You've got ignore for that.
If you don't like ignore, the notebook is used for things like that.

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

poster: Rizzly
subject: Plaque updates
date: Tue Nov  7 01:41:33 2000

It would be nice to know why you and everyone else has suddenly
moved back a plaque spot.  Could it be made so that whoever knocked
everyone back will the first to appear on the plaque update?

Rizzly

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

poster: Nightfall
subject: >Plaque updates
date: Tue Nov  7 01:43:29 2000

On Tue Nov  7 01:41:33 2000 Rizzly wrote post #313:
> It would be nice to know why you and everyone else has suddenly
> moved back a plaque spot.  Could it be made so that whoever knocked
> everyone back will the first to appear on the plaque update?
> 
> Rizzly

     Why not just read the text?

  -NF


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

poster: Rizzly
subject: >>Plaque updates
date: Tue Nov  7 01:46:37 2000

On Tue Nov  7 01:43:29 2000 Nightfall wrote post #314:
> On Tue Nov  7 01:41:33 2000 Rizzly wrote post #313:
> > It would be nice to know why you and everyone else has suddenly
> > moved back a plaque spot.  Could it be made so that whoever knocked
> > everyone back will the first to appear on the plaque update?
> > 
> > Rizzly
> 
>      Why not just read the text?
> 
>   -NF
> 
Someone has logged on several times in the last few days, bumping
everybody back, and the update never said who it was.

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

poster: Tektor
subject: 3klient 97926~Po6.200
date: Tue Nov  7 01:48:11 2000

Plaque Updates
Its a different person each time, as You stay on the plaque for so
many days before it takes you off.
Its up to them wether they wished to be notifyed of it also. If they
don't want people to know, Its there right.

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

poster: Nightfall
subject: >>>Plaque updates
date: Tue Nov  7 01:49:32 2000

On Tue Nov  7 01:46:37 2000 Rizzly wrote post #315:
> On Tue Nov  7 01:43:29 2000 Nightfall wrote post #314:
> > On Tue Nov  7 01:41:33 2000 Rizzly wrote post #313:
> > > It would be nice to know why you and everyone else has suddenly
> > > moved back a plaque spot.  Could it be made so that whoever knocked
> > > everyone back will the first to appear on the plaque update?
> > > 
> > > Rizzly
> > 
> >      Why not just read the text?
> > 
> >   -NF
> > 
> Someone has logged on several times in the last few days, bumping
> everybody back, and the update never said who it was.

     Nods that happens when they log out before it updates.  Perhaps that
variable could be saved.  Although is it worth it type of thing
comes into play.  One of the larger annoyances along these lines
are the inactive level one people.  Since wen has this mud 'rewarded'
a player with anything (be it plaque spot or whatever) for being
inactive.  I would like to see that changed.  If they can't even 
bother to reinc, why keep them in a standing with the real players.
 
  -NF


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

poster: Zifnab
subject: >>>Plaque updates
date: Tue Nov  7 02:14:03 2000

On Tue Nov  7 01:46:37 2000 Rizzly wrote post #315:
> On Tue Nov  7 01:43:29 2000 Nightfall wrote post #314:
> > On Tue Nov  7 01:41:33 2000 Rizzly wrote post #313:
> > > It would be nice to know why you and everyone else has suddenly
> > > moved back a plaque spot.  Could it be made so that whoever knocked
> > > everyone back will the first to appear on the plaque update?
> > > 
> > > Rizzly
> > 
> >      Why not just read the text?
> > 
> >   -NF
> > 
> Someone has logged on several times in the last few days, bumping
> everybody back, and the update never said who it was.
they have the option to notify off..  but i woudl bet it did say who
it was most people have that turned on.

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

poster: Denim
subject: Crits
date: Tue Nov  7 02:55:20 2000

Ok, i remember seeing something a bit back about crits being upped slightly
It seemed like that lasted for a whole two hours, and then it was
gone, they tuned them back down, and down.
I crit with 18's on average, whereas i used to crit with 21's before
the crit formula was touched
I have 100% skills and 109% enhance crits, please do something about
this, it seems you need to be in the dragon masters guild to crit
anything over a 20.
Denim the newly reincarnated Martial Artist.

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

poster: Rydia
subject: >Crits
date: Tue Nov  7 05:21:09 2000

i never followed up a post, and hope im doing it right. i dunno what
denim is worth.. but im 30m. and a thief. i crit 18's. most figs at
40m orso crit about 19's. it seems that a ma( a crit specialist it
seems) would at least hit harder crits than a poorly trained thief!
so what if that means highbie ma's are critting like 35's all the
time.. their highbies, their supposed to ya know. i dunno what needs
to be done, but imo something should be done quickly, because ma's
seem to have turned into a completely useless guild to play in...

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

poster: Squee
subject: >>Crits
date: Tue Nov  7 06:12:48 2000

Ok, I'm level 8
When I can easily Kill an MA (level 15) and have no trouble, being
1/6th his worth, there IS a problem.
The Problem IS that Warriors are now a Strength Guild.
So, how do we create a balance? Take the Old Strength guild and
reform it to the Evation Guild
That sounds more inviting to me and makes sense.

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

poster: Zifnab
subject: >>>Crits
date: Tue Nov  7 06:22:34 2000

On Tue Nov  7 06:12:48 2000 Squee wrote post #321:
> Ok, I'm level 8
> When I can easily Kill an MA (level 15) and have no trouble, being
> 1/6th his worth, there IS a problem.
> The Problem IS that Warriors are now a Strength Guild.
> So, how do we create a balance? Take the Old Strength guild and
> reform it to the Evation Guild
> That sounds more inviting to me and makes sense.
I think i can speak for everyone when I say that changes will 
not be made based on what player you can kill.

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

poster: Snoop
subject: >>>>Plaque updates
date: Tue Nov  7 12:14:47 2000

On Tue Nov  7 01:49:32 2000 Nightfall wrote post #317:
> On Tue Nov  7 01:46:37 2000 Rizzly wrote post #315:
> > On Tue Nov  7 01:43:29 2000 Nightfall wrote post #314:
> > > On Tue Nov  7 01:41:33 2000 Rizzly wrote post #313:
> > > > It would be nice to know why you and everyone else has suddenly
> > > > moved back a plaque spot.  Could it be made so that whoever knocked
> > > > everyone back will the first to appear on the plaque update?
> > > > 
> > > > Rizzly
> > > 
> > >      Why not just read the text?
> > > 
> > >   -NF
> > > 
> > Someone has logged on several times in the last few days, bumping
> > everybody back, and the update never said who it was.
> 
>      Nods that happens when they log out before it updates.  Perhaps that
> variable could be saved.  Although is it worth it type of thing
> comes into play.  One of the larger annoyances along these lines
> are the inactive level one people.  Since wen has this mud 'rewarded'
> a player with anything (be it plaque spot or whatever) for being
> inactive.  I would like to see that changed.  If they can't even 
> bother to reinc, why keep them in a standing with the real players.
>  
>   -NF
> 
IMO ppls should never fall of the plaque, it's called 'the hall of
fame', but i don't see how it's a hall of fame since all ppls drop
off it after a couple of weeks. Would be better if the plaque had a
fix number of spots and then no1 dropped off for being inactive. The
only way you could drop off would be if you get below the lowest #.
But that's just me
*/Snoop

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

poster: Skillz
subject: floating disc
date: Tue Nov  7 19:36:06 2000

I can't see any contradictions to use 'put all on disc' ot 'put
armors on disc'. It would be very nice for handly using floating
disc.
Skillz

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

poster: Denim
subject: Meditation
date: Tue Nov  7 19:36:27 2000

Biofeedback and Meditation are two of the same type of skills, and
meditation seems to heal for less and takes 6 more rounds than
biofeedback does, could this possibly be changed so meditation is
3-4 rounds also?

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

poster: Squee
subject: >Meditation
date: Tue Nov  7 20:54:28 2000

Meditation is a skill in the lower levels of the MA Guild for
Newbies to use......

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

poster: Urg
subject: meditation
date: Tue Nov  7 22:12:39 2000

yes denim - but look at where you get the skills - MA gets theirs at
a low level so it is bound to be of less effect than biofeedback
which is a higher level skill - you are biased anyways :)
just my 2pence worth

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

poster: Phire
subject: >meditation
date: Tue Nov  7 22:15:44 2000

On Tue Nov  7 22:12:39 2000 Urg wrote post #327:
> yes denim - but look at where you get the skills - MA gets theirs at
> a low level so it is bound to be of less effect than biofeedback
> which is a higher level skill - you are biased anyways :)
> just my 2pence worth
meditation is a beta level skill
biofeedback is a gamma level skill 
of course they are different.
Also if you noticed, biofeedback costs 50%+ more exp to train than meditation.

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

poster: Regan
subject: eq
date: Thu Nov  9 06:22:47 2000

It would be cool if we had a command that showed what all of your eq
gave to you, added up stat wise

Regan

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

poster: Baer
subject: >eq
date: Thu Nov  9 06:25:14 2000

On Thu Nov  9 06:22:47 2000 Regan wrote post #329:
> It would be cool if we had a command that showed what all of your eq
> gave to you, added up stat wise
> 
> Regan
You could remove all your eq, type 'stats' and then wear all and
'stats' again, and compare the difference.

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

poster: Tigran
subject: >>eq
date: Thu Nov  9 13:21:51 2000

On Thu Nov  9 06:25:14 2000 Baer wrote post #330:
> On Thu Nov  9 06:22:47 2000 Regan wrote post #329:
> > It would be cool if we had a command that showed what all of your eq
> > gave to you, added up stat wise
> > 
> > Regan
> You could remove all your eq, type 'stats' and then wear all and
> 'stats' again, and compare the difference.
But that's /WAY/ too much work for anyone to do! 


T

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

poster: Zax
subject: >>>eq
date: Thu Nov  9 14:54:31 2000

On Thu Nov  9 13:21:51 2000 Tigran wrote post #331:
> On Thu Nov  9 06:25:14 2000 Baer wrote post #330:
> > On Thu Nov  9 06:22:47 2000 Regan wrote post #329:
> > > It would be cool if we had a command that showed what all of your eq
> > > gave to you, added up stat wise
> > > 
> > > Regan
> > You could remove all your eq, type 'stats' and then wear all and
> > 'stats' again, and compare the difference.
> But that's /WAY/ too much work for anyone to do! 
> 
> 
> T


i'm actually offering a free service to calculate stats on eq for
people. simply remove your eq, and give it to me, and i will
calculate all the stats for you free of charge.

(No credits, refunds or exchanges.)

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

poster: Apathy
subject: >>>>>Plaque updates
date: Thu Nov  9 17:49:51 2000

> IMO ppls should never fall of the plaque, it's called 'the hall of
> fame', but i don't see how it's a hall of fame since all ppls drop
> off it after a couple of weeks. Would be better if the plaque had a
> fix number of spots and then no1 dropped off for being inactive. The
> only way you could drop off would be if you get below the lowest #.
> But that's just me
> */Snoop

See, going inactive is like using drugs. If they find out you've
been doing it, they kick you out.

-Apathy

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

poster: Elendor
subject: Lesser Hp Wish
date: Fri Nov 10 15:13:48 2000

I have recently got the lesser hp wish and think that it should be
upped , currently it 
seems to give 8% increase to hps (and I would love to know where
that figure appears 
from), this makes it practically worthless even to exceptionally
high characters let 
alone the lower characters which it would seem to be aimed at.

As an example if your character is exceptionally high level 85+ and
had 3000 hps you 
would gain roughly 250 hps, in a more realistic version for this
wish, remeber a lesser 
should really be aimed at lower chacters, means that a 25th level
giant fighter who just 
got his first wish, maxed con in stat gains, would be lucky to get
800 hps, this means 
that he gains 65 hps, just from a mix of newbie/midbie eq he could
get well over that.

I dont know how much the greater hp wish gives but surely at least 1
point per con isnt to great a gain, especially when you compare it
to the other lesser wishes, and it 
would make a greater difference because it would combine with the eq.

Elendor the wandering woodsman.

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

poster: Arkangyle
subject: >Lesser Hp Wish
date: Fri Nov 10 15:16:15 2000

  Since when are lesser wishes "aimed" at newbies and greaters at
highbies?  My suggestion to you is to purchase a different wish ...
lesser exp rate (it really rocks btw).

- Arkangyle

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

poster: Hierokliff
subject: >Lesser Hp Wish
date: Fri Nov 10 15:24:28 2000

Blame us old players for this, think we used to get a total of 45%
hpmax,spmax from wishes...
And 45% more hps if u are wished compaired to if you aint wished is
very out of tune...
Same with the rest of the wishes, they are all tuned down to be less
effective then they where, except crit and regen wishes?
And btw if u think 8% hpmax aint worth it, think of 8% epmax .-p
//Hierokliff

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

poster: Pedron
subject: >>Lesser Hp Wish
date: Fri Nov 10 23:19:38 2000

On Fri Nov 10 15:16:15 2000 Arkangyle wrote post #335:
>   Since when are lesser wishes "aimed" at newbies and greaters at
> highbies?  My suggestion to you is to purchase a different wish ...
> lesser exp rate (it really rocks btw).
> 
> - Arkangyle
The greater hps wishes tend to be double the lesser for rate 
increases and such.  I do believe the greater hp wish is ~15-18?% 
or feels like it.  Combination I'd recommend is greater anything and
the lesser 
skill/spell speed wishes if you do much partying, exp rate if you 
solo much.  The greater hp stacks another 200 or so onto my basic hps 
I think, and the number grows as my hps grow. :P

Anyway, lesser hp might be good after you got exp rate and skill/spell 
speed wishes, seems little difference otherwise unless stacked on 
greater hp and stats and such to really beef up. :P

Btw, I recommend greater stats for newbie mindlfayers having a real 
hard time carying/wielding junk like my secondary. :)

-pedron

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

poster: Zane
subject: >>Lesser Hp Wish
date: Sat Nov 11 00:04:23 2000

Actually the very first hp wishes were 25% and 50% for a total of
75%.  Then every so often someone, usually Sigwald would tune it
down a little at a time.  Not saying I disagree, 75% is an awefull
lot. but 8% is not much either =)

My suggestion would be to put the numbers back in on the list of
wishes so that people know what they are getting.  Then they should
not be able to complain so much when they get it.  The arguement
given for taking the numbers out was that the wizard did not want to
have to change the numbers on the list every time he changed (tuned
down) the wish.  Well, wishes dont change much recently so this
should not be to much trouble.

And that is why I think that all mudders whether they are cool or
just some wierdo from Zombie should have the right to pizza and ice
cream when they mud naked at 3 in the morning.  At not this Dominos
crap either.  I mean good pizza.

Zane

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

poster: Zax
subject: >>>Lesser Hp Wish
date: Sat Nov 11 05:00:30 2000

it actually used to be 50% + 25% + 25%*50%, for something like 87%
of your nonwished hps.

but if anyone remembers trying to tank satan back then, you will
also remember why you needed 5.5k hps as tank :P

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

poster: Arkangyle
subject: >>>>Lesser Hp Wish
date: Sat Nov 11 05:05:43 2000

On Sat Nov 11 05:00:30 2000 Zax wrote post #339:
> it actually used to be 50% + 25% + 25%*50%, for something like 87%
> of your nonwished hps.
> 
> but if anyone remembers trying to tank satan back then, you will
> also remember why you needed 5.5k hps as tank :P

and here I was remembering how warrior only had 40 guild levels and
unwished tanks had a max of 1600 hps, wished 2500 or so, even at
those inflated wish standards.

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

poster: Snoop
subject: channels
date: Sat Nov 11 16:52:41 2000

How about a msg when you get invited to a channel.
Like:  has invited you to channel 
*/Snoop

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

poster: Squee
subject: Monty Python Area
date: Sun Nov 12 06:30:37 2000

Do we even HAVE a Monty Python area?

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

poster: Mixer
subject: >Monty Python Area
date: Sun Nov 12 09:59:26 2000

On Sun Nov 12 06:30:37 2000 Squee wrote post #342:
> Do we even HAVE a Monty Python area?
Design it, make an idea of a map, monsters, quests and I';ll code it :)

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

poster: Urg
subject: >monty python area
date: Sun Nov 12 11:16:04 2000

im willing to do stuff for it if ya want - im experimenting with
goltes mud thingie atm - btw - plz visit my (crap) monty python
websyte at www.angelfire.com/movies/holygrail/index.html

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

poster: Urg
subject: task points
date: Sun Nov 12 17:45:57 2000

on the debate that was going on a while ago about what to do with
exploring bonuses - why not just increase the cost of wishes - imho
this would get around every problem so far - just do it when there
is next forced reinc
jm2c - URG

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

poster: Arkangyle
subject: >task points
date: Sun Nov 12 17:47:36 2000

On Sun Nov 12 17:45:57 2000 Urg wrote post #345:
> on the debate that was going on a while ago about what to do with
> exploring bonuses - why not just increase the cost of wishes - imho
> this would get around every problem so far - just do it when there
> is next forced reinc
> jm2c - URG

personally, I think it would be fine to continue giving 20 tps every
2k rooms, the cost of wishes increases fairly quickly tps wise, so
even with several thousand rooms more added to the mud, it is
unlikely you could even purchase another lesser more than you had
prior.

- Arkangyle

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

poster: Aleila
subject: Guild items
date: Mon Nov 13 09:25:53 2000

I think guild items should take up slots that other eq does not, or
should be able to be taken off.
I now have a 6M piece of eq that I cannot wear because my guild item
takes up the slot.
-Aleila the not so happy camper

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

poster: Zifnab
subject: >Guild items
date: Mon Nov 13 14:24:15 2000

On Mon Nov 13 09:25:53 2000 Aleila wrote post #348:
> I think guild items should take up slots that other eq does not, or
> should be able to be taken off.
> I now have a 6M piece of eq that I cannot wear because my guild item
> takes up the slot.
> -Aleila the not so happy camper
when/if you reinc you can then wear that item.  not to mention that
guild will item will eventually be better than any piece of 
equipment you can buy in the game.

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

poster: Pedron
subject: >Guild items
date: Mon Nov 13 23:50:28 2000

On Mon Nov 13 09:25:53 2000 Aleila wrote post #348:
> I think guild items should take up slots that other eq does not, or
> should be able to be taken off.
> I now have a 6M piece of eq that I cannot wear because my guild item
> takes up the slot.
> -Aleila the not so happy camper
Sell it and buy some other cool stuff. :)  I don't know 
about your guild item, but I id'd my knight belt at the guild and 
it's stats weren't too shabby.

-pedron

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

poster: Pedron
subject: clan channel emote
date: Tue Nov 14 00:33:26 2000

Maybe a clan command for ep-less emoting on the clan channel. :P
Not important or anything, just thought I fly the idea on the board.

-pedron

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

poster: Rizzly
subject: Casino
date: Tue Nov 14 02:39:25 2000

Maybe it could be made so that the roullette wheel only take a
minute 30 seconds to go through the betting stage instead of two
minutes.. the two minute thing makes it so that you have to wait
another 3 minutes to get to your original destination.

Rizzly

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

poster: Nyx
subject: >Casino
date: Tue Nov 14 02:42:50 2000

On Tue Nov 14 02:39:25 2000 Rizzly wrote post #352:
> Maybe it could be made so that the roullette wheel only take a
> minute 30 seconds to go through the betting stage instead of two
> minutes.. the two minute thing makes it so that you have to wait
> another 3 minutes to get to your original destination.
> 
> Rizzly
Bummer, don;t bet then.
Nyx

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

poster: Tigran
subject: >Casino
date: Tue Nov 14 02:46:09 2000

On Tue Nov 14 02:39:25 2000 Rizzly wrote post #352:
> Maybe it could be made so that the roullette wheel only take a
> minute 30 seconds to go through the betting stage instead of two
> minutes.. the two minute thing makes it so that you have to wait
> another 3 minutes to get to your original destination.
> 
> Rizzly
Uhh...





WAAAAAHHHHHHHHHHHH!!!!!!!!

T

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

poster: Tektor
subject: Guild Eq
date: Sat Nov 18 04:18:01 2000

Elemental should be redone (guild eq wise) because all the other
guilds give you guild eq at beta or gamma level and you have to be
omicron to get guild eq for elementals. If you stay in the guild
long enough its really great eq, and as an elemental alot of us
won't get to have the advantages from it that all the other guilds
(the finished ones) have. Unless your a highbie who can reinc into
Nether.

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

poster: Squee
subject: >Guild Eq
date: Sat Nov 18 04:19:55 2000

Stone Staff, Flame Sword, Ice Pick, and Air Shield
Nuff said

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

poster: Tektor
subject: >Guild Eq
date: Sat Nov 18 04:22:49 2000

Thats not guild eq, you can make a cleric staff, but that doesn't
make the staff guild eq either. You also don't get the bonuses you
get from guild eq on those weapons. (Ignore the other one kinda got
screwy.)

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

poster: Arkangyle
subject: Elemental guild eq
date: Sat Nov 18 04:26:17 2000

  I also think it is a little odd that we don't get guild eq until
omicron level.  I'm not sure what the best way to handle this is
though, as mist mages are unable to carry anything with mist form,
much less wear or wield eq.

- Arkangyle

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

poster: Phire
subject: >Elemental guild eq
date: Sat Nov 18 04:27:14 2000

On Sat Nov 18 04:26:17 2000 Arkangyle wrote post #359:
>   I also think it is a little odd that we don't get guild eq until
> omicron level.  I'm not sure what the best way to handle this is
> though, as mist mages are unable to carry anything with mist form,
> much less wear or wield eq.
> 
> - Arkangyle
mist mages still wear their nether ring

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

poster: Squee
subject: >>>elemental guild EQ
date: Sat Nov 18 04:29:31 2000

Actually, through my experiences, those spells and their products rock
The Ice Pick was Excellent and it gave great stats, plus, you don't
HAVE to wield it. It's optional.
And in retrospect, the Elemental Guild is popular and powerful
enough to not need any Guild EQ

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

poster: Zane
subject: >Guild Eq
date: Sat Nov 18 10:41:48 2000

On Sat Nov 18 04:18:01 2000 Tektor wrote post #355:
> Elemental should be redone (guild eq wise) because all the other
> guilds give you guild eq at beta or gamma level and you have to be
> omicron to get guild eq for elementals. If you stay in the guild
> long enough its really great eq, and as an elemental alot of us
> won't get to have the advantages from it that all the other guilds
> (the finished ones) have. Unless your a highbie who can reinc into
> Nether.
Since when do all guilds have to be the same?  Anyhow, my opinion is
somewhat different.  I think that elementals have an advantage over
other guilds because they dont get stuck with guild eq untill they
hit omicron level =)

Zane

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

poster: Jomo
subject: Lava EQ
date: Sat Nov 18 21:12:24 2000

Please put a list of valid slots that lava mage can make in the
help for skill mold lava.

Thanks!

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

poster: Zane
subject: Guild Who
date: Sun Nov 19 13:09:23 2000

It would be nice to have a new command similar to clan who that
showed only the beta guild that each logged on player is in.  "guild
who"

Zane

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

poster: Tarek
subject: suck event
date: Sun Nov 19 23:48:20 2000

hi there,, 
why not make the suck event a bit good.. double Xp rate =) it could
be quite kewl.. 
easier to die and more xp... =)

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

poster: Wagro
subject: >suck event
date: Sun Nov 19 23:49:38 2000

On Sun Nov 19 23:48:20 2000 Tarek wrote post #365:
> hi there,, 
> why not make the suck event a bit good.. double Xp rate =) it could
> be quite kewl.. 
> easier to die and more xp... =)
the whole point of this event is to punish the mortals

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

poster: Rizzly
subject: >suck event
date: Sun Nov 19 23:49:41 2000

On Sun Nov 19 23:48:20 2000 Tarek wrote post #365:
> hi there,, 
> why not make the suck event a bit good.. double Xp rate =) it could
> be quite kewl.. 
> easier to die and more xp... =)
What's the point of the event being a "suck" if you get more XP?

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

poster: Nyx
subject: >suck event
date: Mon Nov 20 08:08:17 2000

On Sun Nov 19 23:48:20 2000 Tarek wrote post #365:
> hi there,, 
> why not make the suck event a bit good.. double Xp rate =) it could
> be quite kewl.. 
> easier to die and more xp... =)
Then how would it suck? Thats the whole point, to make the mud suck.
Nyx

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

poster: Zax
subject: >>suck event
date: Mon Nov 20 16:33:25 2000

You mean, "makes the whole mud idle or twiddle".

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

poster: Squee
subject: Woodsman's Guild
date: Mon Nov 20 18:57:00 2000

Why not let the Lower Level Woodsman's cast a spell/use a skill that
lets them shape a weapon (not a mega death danger killer weapon from
the depths of hell) from either wood or the earth, maybe stone? Say,
20 Rounds casting/performing and all their available SP's and EP
decide exactly how good it is. Just an idea, I wanna see if it runs
well or not.....

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

poster: Kraag
subject: >>suck event
date: Mon Nov 20 22:42:50 2000

On Sun Nov 19 23:49:38 2000 Wagro wrote post #366:
> On Sun Nov 19 23:48:20 2000 Tarek wrote post #365:
> > hi there,, 
> > why not make the suck event a bit good.. double Xp rate =) it could
> > be quite kewl.. 
> > easier to die and more xp... =)
> the whole point of this event is to punish the mortals
teaches them to idle for 5 miuntes.

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

poster: Baer
subject: >Woodsman's Guild
date: Tue Nov 21 02:50:53 2000

On Mon Nov 20 18:57:00 2000 Squee wrote post #370:
> Why not let the Lower Level Woodsman's cast a spell/use a skill that
> lets them shape a weapon (not a mega death danger killer weapon from
> the depths of hell) from either wood or the earth, maybe stone? Say,
> 20 Rounds casting/performing and all their available SP's and EP
> decide exactly how good it is. Just an idea, I wanna see if it runs
> well or not.....
There are plenty of reasons why not. It would be better if you
stated your reasons why you think this would be a well balanced
addition to the guild. Remember there is already a gamma under
woodsmen that is all about summoning a weapon and enhancing it. And
when you state your case, you could compare them to low level
fighters, who dont have the bonuses woodsmen already have like
making food, healing balms etc.

It seems to be a common problem here that not a lot of thought is
put into ideas before they are posted.


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

poster: Squee
subject: >>Woodsman's Guild
date: Tue Nov 21 02:58:00 2000

Good. I need something to answer.
Lowbie fighters have more power. And I'm not speaking like it's lvel
er
Level 25 Woodsman, it's level 20 and under. Food isn't as important,
and healing is easily done as a fighter. Through comparision from
Troll Fighter to Dwarf Woodsman(With race leadership) they don't
make equal. A level 10 fighter is better than a well trained
Woodsman at level 15. The idea I'm trying to get across is that a
Woodsman should be equal to the other guilds, and is someone who can
go out into Nature and live off the land, and if your going to live
off the land, you need to fight off the land.
If there were to be a spell to MAKE a sword, whip, dagger or any
kind of weapon from scratch (as a Woodman) it would depend on the
following:
How long you've been in the guild
How well the spell/skill is trained
How many SP's/Ep's you have that are put into the spell
What race of character you have.
I think it would fit nicely as a spell, considering that at level
14, you have 2 skills from Woodsman, and no spells, it would be good
for a level 15 spell
Right now, I think that's all I've got, and I'm starting to
disorient myself, so, please, feel free to respond to this. Nothing
moronic like, "You suck, your idea sucks, blah sucks", be
constructive.
Thank you :)

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

poster: Erec
subject: >>>Woodsman's Guild
date: Tue Nov 21 03:33:11 2000

Speaking as someone who has been a woodsman at all these levels:

(1) While I didn't do the direct comparison of trying a fighter at
the time, at low levels I found woodsman just as good.  I think 
(and I'm not managing to be able to connect to the web site
at the moment to look at the guild tree to confirm this) that
under level 15, we get our fighting skills _slightly_ faster 
than fighters.  If I remember correctly, we also get campfires 
at level 14?  and regular fires before level 10, something 
no fighter can do (OK, with the tree of life, it's not all _that_
useful, but it does help).  And with the addition of healing
herbs, and the occasional attack spell, low levels seemed
to work very well already to me.

(2) I really don't see any point in duplicating the Nature's
blade guild one guild earlier.  Most woodsman that have gone
past level 20 that I've seen (all 3 of them? :-) joined
nature's blade first, or nearly first, anyway.  And, frankly, 
they probably shouldn't have.  The other gammas are more useful 
immediately anyway - go buy a weapon for now.  There are 
plenty out there.

None of this is to say I wouldn't like to see a few changes.
offgguard
Most importantly, of course, having the tree finished :-)

		-Erec

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

poster: Squee
subject: >>>>Woodsman's Guild
date: Tue Nov 21 03:36:07 2000

Well, we do get Doublehit one level earlier, and we DO have
firebuilding and such, but, the attack spells and like aren't nearly
enough to bring the guild up to par with Fighters. And I'm not
saying to get the Swords really good, just something to cast and use
with your cloak, for a quick gold run.......

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

poster: Wildchild
subject: >>>>>Woodsman's Guild
date: Tue Nov 21 05:08:45 2000

On Tue Nov 21 03:36:07 2000 Squee wrote post #375:
> Well, we do get Doublehit one level earlier, and we DO have
> firebuilding and such, but, the attack spells and like aren't nearly
> enough to bring the guild up to par with Fighters. And I'm not
> saying to get the Swords really good, just something to cast and use
> with your cloak, for a quick gold run.......

Ya know, last I remember, animists weren't supposed to be fighters,
nor were they supposed to be mages. They were supposed to be a mix
of both. If you don't like how it is, why don't you become a
fighter?

-WildChild

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

poster: Quillz
subject: >suck event
date: Tue Nov 21 05:13:28 2000

On Sun Nov 19 23:48:20 2000 Tarek wrote post #365:
> hi there,, 
> why not make the suck event a bit good.. double Xp rate =) it could
> be quite kewl.. 
> easier to die and more xp... =)
Yeah, and lets make it so a no-suck makes it so we get half the xp. 

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

poster: Zax
subject: >>>>>>Woodsman's Guild
date: Tue Nov 21 07:41:33 2000

heh, WC sounding like me. You don't like the guild reinc out.

Tho in regards to comparisons that you are making, it's pointless
using a level comparison. Becos level is hardly an accurate gauge
for anything (hence party shares being based mainly on worth). Also,
while it's nice to say "this guild should be as good as that guild
at this level", it's not really that easy to make all guilds equal
at all levels. I'm sure there is an optimum guild combination for
every worth and level that has some marginal advantage over other
guilds, but the idea is that overall each guild etc has some balance
and some use.

And finally, if you don't like the guild and think some guild is
better, then reinc out.

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

poster: Warchief
subject: >>>>>>>Woodsman's Guild
date: Wed Nov 22 03:55:45 2000

Woodsmen are not supposed to be equal to fighters in their fighting
prowess alone.  Woodsmen are much more versatile.  The spells may
not be as strong as a fighter's combat skills, but you can use them
all you want because you won't use the sps for anything else, nor
would a fighter, so it's like an extra attack =P The fires and
especially the campfires are extremely helpful, and woodsmen also
get a few buddies to help out.  Woodsmen also get whirlwind attack a
full guild earlier than warriors.  So quit complaining, woodsmen
have numerous advantages and much greater versatility than
warriors.

-Chief



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

poster: Sigwald
subject: >>>>>>>Woodsman's Guild
date: Wed Nov 22 10:20:21 2000

On Tue Nov 21 07:41:33 2000 Zax wrote post #378:
> heh, WC sounding like me. You don't like the guild reinc out.
> 
> Tho in regards to comparisons that you are making, it's pointless
> using a level comparison. Becos level is hardly an accurate gauge
> for anything (hence party shares being based mainly on worth). Also,
> while it's nice to say "this guild should be as good as that guild
> at this level", it's not really that easy to make all guilds equal
> at all levels. I'm sure there is an optimum guild combination for
> every worth and level that has some marginal advantage over other
> guilds, but the idea is that overall each guild etc has some balance
> and some use.
> 
> And finally, if you don't like the guild and think some guild is
> better, then reinc out.

Actually its much much worse than not really easy.
It's totally utopic and only mortals that never coded
can have such foolish notions.

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

poster: Kaos
subject: fish net
date: Wed Nov 22 17:24:55 2000

make it work like immobilize, that is, remove the stunning effects
and just let it prevent people (thrower and throwee) from leaving
the room while it has effect.

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

poster: Zifnab
subject: >fish net
date: Wed Nov 22 17:36:43 2000

On Wed Nov 22 17:24:55 2000 Kaos wrote post #381:
> make it work like immobilize, that is, remove the stunning effects
> and just let it prevent people (thrower and throwee) from leaving
> the room while it has effect.
then its no differant than the bear trap.

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

poster: Tarquin
subject: Communicating to your clan
date: Wed Nov 22 18:05:22 2000

We could have a 'clan' news group for each clan.  Readable only by
the members of the clan.  This would allow us to communicate with
clan members that are not on at the same time as we are.  Would be
helpful in arranging meeting times/locations or even facilitate
discussions about what to do with our strongholds (when they exist).
 Would be much more convenient than trying to maintain an e-mail
list or sending mail to each person.

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

poster: Phire
subject: >Communicating to your clan
date: Wed Nov 22 18:09:44 2000

On Wed Nov 22 18:05:22 2000 Tarquin wrote post #383:
> We could have a 'clan' news group for each clan.  Readable only by
> the members of the clan.  This would allow us to communicate with
> clan members that are not on at the same time as we are.  Would be
> helpful in arranging meeting times/locations or even facilitate
> discussions about what to do with our strongholds (when they exist).
>  Would be much more convenient than trying to maintain an e-mail
> list or sending mail to each person.
"mail clan" works

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

poster: Tarquin
subject: Communicating to your clan
date: Wed Nov 22 19:29:43 2000

Thanks, Phire.
Perhaps mail help, or clan help could show this feature?


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

poster: Zifnab
subject: >Communicating to your clan
date: Wed Nov 22 19:41:46 2000

On Wed Nov 22 19:29:43 2000 Tarquin wrote post #385:
> Thanks, Phire.
> Perhaps mail help, or clan help could show this feature?
> 
you can also type groups, to see what mail groups you ahve defiend.

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

poster: Magneto
subject: >>Communicating to your clan
date: Wed Nov 22 19:43:16 2000

On Wed Nov 22 19:41:46 2000 Zifnab wrote post #386:
> On Wed Nov 22 19:29:43 2000 Tarquin wrote post #385:
> > Thanks, Phire.
> > Perhaps mail help, or clan help could show this feature?
> > 
> you can also type groups, to see what mail groups you ahve defiend.
you can also create your own personal groups too

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

poster: Wagro
subject: mana drain
date: Wed Nov 22 22:22:29 2000

There should be a channel that works like inform but only broadcasts
when mana drainers start draining, that way it doesnt mess up
lodestone makers and such. i already made a channel like that for me
for anyone who wants to join, its called "manadrain" and i say when
im draining. Just a little truce between you lodestone guys =p 

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

poster: Talgore
subject: Ignore
date: Mon Nov 27 00:02:52 2000

Can ignore be made so you can't see what people you ignore are saying
by doing last line etc. So if you use ignore you really do ignore
that person fully. Would give the people who ignore half the
mud a good kick up the ass instead of then trying to use it as
a censure to people and just reading what thier saying with last blah
all the time.

Talgore the amused.

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

poster: Zifnab
subject: >Ignore
date: Mon Nov 27 01:33:55 2000

On Mon Nov 27 00:02:52 2000 Talgore wrote post #389:
> Can ignore be made so you can't see what people you ignore are saying
> by doing last line etc. So if you use ignore you really do ignore
> that person fully. Would give the people who ignore half the
> mud a good kick up the ass instead of then trying to use it as
> a censure to people and just reading what thier saying with last blah
> all the time.
> 
> Talgore the amused.
no, I am not going to store the history of the channel in 
each players body, nor am I going to store who said what line, anc
go through the ignore checks each and every time you type a channel, 
then next its other things, and we end up getting ignore code
everywhere....

I am really beginning to get annoyed at all the bitching about 
ignore, I for one woudl like to remove it.

Your client can do the job jsut as easy.

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

poster: Tigran
subject: >>Ignore
date: Mon Nov 27 04:14:37 2000

On Mon Nov 27 01:33:55 2000 Zifnab wrote post #390:
> On Mon Nov 27 00:02:52 2000 Talgore wrote post #389:
> > Can ignore be made so you can't see what people you ignore are saying
> > by doing last line etc. So if you use ignore you really do ignore
> > that person fully. Would give the people who ignore half the
> > mud a good kick up the ass instead of then trying to use it as
> > a censure to people and just reading what thier saying with last blah
> > all the time.
> > 
> > Talgore the amused.
> no, I am not going to store the history of the channel in 
> each players body, nor am I going to store who said what line, anc
> go through the ignore checks each and every time you type a channel, 
> then next its other things, and we end up getting ignore code
> everywhere....
> 
> I am really beginning to get annoyed at all the bitching about 
> ignore, I for one woudl like to remove it.
> 
> Your client can do the job jsut as easy.
I second the ignore removal vote!

T

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

poster: Talgore
subject: >>>Ignore
date: Mon Nov 27 04:17:05 2000

On Mon Nov 27 04:14:37 2000 Tigran wrote post #391:
> On Mon Nov 27 01:33:55 2000 Zifnab wrote post #390:
> > On Mon Nov 27 00:02:52 2000 Talgore wrote post #389:
> > > Can ignore be made so you can't see what people you ignore are saying
> > > by doing last line etc. So if you use ignore you really do ignore
> > > that person fully. Would give the people who ignore half the
> > > mud a good kick up the ass instead of then trying to use it as
> > > a censure to people and just reading what thier saying with last blah
> > > all the time.
> > > 
> > > Talgore the amused.
> > no, I am not going to store the history of the channel in 
> > each players body, nor am I going to store who said what line, anc
> > go through the ignore checks each and every time you type a channel, 
> > then next its other things, and we end up getting ignore code
> > everywhere....
> > 
> > I am really beginning to get annoyed at all the bitching about 
> > ignore, I for one woudl like to remove it.
> > 
> > Your client can do the job jsut as easy.
> I second the ignore removal vote!
> 
> T
Sounds good to me lets scrap ignore totally.

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

poster: Sleet
subject: >>>>Ignore
date: Mon Nov 27 04:17:43 2000

On Mon Nov 27 04:17:05 2000 Talgore wrote post #392:
> On Mon Nov 27 04:14:37 2000 Tigran wrote post #391:
> > On Mon Nov 27 01:33:55 2000 Zifnab wrote post #390:
> > > On Mon Nov 27 00:02:52 2000 Talgore wrote post #389:
> > > > Can ignore be made so you can't see what people you ignore are saying
> > > > by doing last line etc. So if you use ignore you really do ignore
> > > > that person fully. Would give the people who ignore half the
> > > > mud a good kick up the ass instead of then trying to use it as
> > > > a censure to people and just reading what thier saying with last blah
> > > > all the time.
> > > > 
> > > > Talgore the amused.
> > > no, I am not going to store the history of the channel in 
> > > each players body, nor am I going to store who said what line, anc
> > > go through the ignore checks each and every time you type a channel, 
> > > then next its other things, and we end up getting ignore code
> > > everywhere....
> > > 
> > > I am really beginning to get annoyed at all the bitching about 
> > > ignore, I for one woudl like to remove it.
> > > 
> > > Your client can do the job jsut as easy.
> > I second the ignore removal vote!
> > 
> > T
> Sounds good to me lets scrap ignore totally.
im for it

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

poster: Mikul
subject: >>>>>Ignore
date: Mon Nov 27 04:20:36 2000

On Mon Nov 27 04:17:43 2000 Sleet wrote post #393:
> On Mon Nov 27 04:17:05 2000 Talgore wrote post #392:
> > On Mon Nov 27 04:14:37 2000 Tigran wrote post #391:
> > > On Mon Nov 27 01:33:55 2000 Zifnab wrote post #390:
> > > > On Mon Nov 27 00:02:52 2000 Talgore wrote post #389:
> > > > > Can ignore be made so you can't see what people you ignore are
saying
> > > > > by doing last line etc. So if you use ignore you really do ignore
> > > > > that person fully. Would give the people who ignore half the
> > > > > mud a good kick up the ass instead of then trying to use it as
> > > > > a censure to people and just reading what thier saying with last
blah
> > > > > all the time.
> > > > > 
> > > > > Talgore the amused.
> > > > no, I am not going to store the history of the channel in 
> > > > each players body, nor am I going to store who said what line, anc
> > > > go through the ignore checks each and every time you type a channel, 
> > > > then next its other things, and we end up getting ignore code
> > > > everywhere....
> > > > 
> > > > I am really beginning to get annoyed at all the bitching about 
> > > > ignore, I for one woudl like to remove it.
> > > > 
> > > > Your client can do the job jsut as easy.
> > > I second the ignore removal vote!
> > > 
> > > T
> > Sounds good to me lets scrap ignore totally.
> im for it
also in favour
Mik.

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

poster: Jomo
subject: Keep on Ignoring
date: Mon Nov 27 06:00:35 2000

While I don't use ignore very often, I have to voice my opinion
that it should stay and we shouldn't pay any heed to those 
that want features added, etc.

I think it is fine in it's present state, it provides a good
way to block out spammy wankers (of which I am often first
and foremost) and makes the game mor enjoyable for those days
when you're just not in the mood to deal with stupidity.


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

poster: Zax
subject: Ignore
date: Mon Nov 27 07:45:45 2000

I'm for posting useless followups stating whether I agree or
disagree with the previous author!!

or not.

It would be good for ignored to be removed so that some people don't
use it as an excuse to "censure" other players as someone else
posted. And there are other ways to replace ignore, such as gagging
with a client or getting off channels etc. I never liked the fact
ignore (tho it may have changed) ignored every last thing that
person did, movements/emotes/says/combat so they could attack you
and you wouldn't see it becos you ignored them.
on the other side however, there is always the argument that if it
isn't broke don't fix it. and I wouldn't know if this is the case
but i'd presume zif wouldn't decide to remove it for no particular
reason.

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

poster: Areu
subject: Ignore
date: Mon Nov 27 08:30:25 2000

I haven't been following the whole ignore issue but I think
the general reason for removing a piece of functionality
should be either ignore is causing an impassible problem
or consistently no one is using it.  Adding features to
ignore really is low priority issues and are not on the
critical list.  If people don't like it or want additional
features, post a single request and dont bug the admin.

I think removing it completely may be overkill and would
generate just as much posts for such functionality in
the future.

For perfect ignoring functionality, use the ignore in
RedDragon and some text filtering features in your
telnet client.

Just my 2 cents.

Areu

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

poster: Mirrim
subject: Ignore
date: Mon Nov 27 11:49:49 2000

I think ignore should stay. I don't have a mud client so I like
being able to ignore idiots that proposition me. Turning off a
channel doesn't do much good when they can still send you tells. .

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

poster: Zifnab
subject: >Ignore
date: Mon Nov 27 14:26:43 2000

On Mon Nov 27 07:45:45 2000 Zax wrote post #396:
> I'm for posting useless followups stating whether I agree or
> disagree with the previous author!!
> 
> or not.
> 
> It would be good for ignored to be removed so that some people don't
> use it as an excuse to "censure" other players as someone else
> posted. And there are other ways to replace ignore, such as gagging
> with a client or getting off channels etc. I never liked the fact
> ignore (tho it may have changed) ignored every last thing that
> person did, movements/emotes/says/combat so they could attack you
> and you wouldn't see it becos you ignored them.
> on the other side however, there is always the argument that if it
> isn't broke don't fix it. and I wouldn't know if this is the case
> but i'd presume zif wouldn't decide to remove it for no particular
> reason.
It isn't broken.

A little history listen:

We had ignore done in 15 differant places, i.e. each place it was
needed, tell, say, channels, emotes, etc, etc.

People complained that it still didnt stop player X from doing 
whatever it was.  I moved i to the one function where _every_
message going to your user object goes through.  It is now total
and complete, not broken at all.

My reason for removal is it reminds me of a bunch of 4 year olds
arguing about reasons for ignoring people, why mail doesnt include
ignore, typing last channel name to see what the people i ignored
(and thus shoudlnt care about) are saying about me, and on and on,
he ignored my but i dont know why, can you tell me.., ignore is stupid
I cant see if they enter/exit the room, ignore is stupid i cant see
their combat and on and on and on.

The solution:  Use your client to do it.

If your not using a client I would be sorry for you, but not much 
can be doen to make everyone happy.

--zif

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

poster: Hierokliff
subject: >>Ignore
date: Mon Nov 27 15:48:45 2000

Its not a very bad idea to remove ignore, iam one of those that uses
it alot atm and like it as it is.
But if you remove it, please remove the pk blocking systems also, so
that we can get rid of the annoying creatures if we cant ignore
em...
//Hierokliff Bloodsbane

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

poster: Snoop
subject: >>>>Ignore
date: Mon Nov 27 18:47:45 2000

I think ignore is very useful as it is, it has some flaws as i see
it but i can live with em, and clients can't really do what ignore
does.
*/Snoop

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

poster: Zifnab
subject: >>>>>Ignore
date: Mon Nov 27 18:59:47 2000

On Mon Nov 27 18:47:45 2000 Snoop wrote post #403:
> I think ignore is very useful as it is, it has some flaws as i see
> it but i can live with em, and clients can't really do what ignore
> does.
> */Snoop
the only thing i can think of that your client cannot do is
a level ignore.

what are the others?

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

poster: Magneto
subject: >>>>>>Ignore
date: Mon Nov 27 19:36:37 2000

Prevent the data from ever being sent across your modem line if you
have a slow connection.  Tho that kind of spamming is rarely going
on for long.  I for one am happy with ignore as it is.  Pretty much
my only complaint is players just wont shut the hell up and be nice
to each other.

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

poster: Kalma
subject: >>>>>>Ignore
date: Mon Nov 27 19:44:27 2000

On Mon Nov 27 18:59:47 2000 Zifnab wrote post #404:
> On Mon Nov 27 18:47:45 2000 Snoop wrote post #403:
> > I think ignore is very useful as it is, it has some flaws as i see
> > it but i can live with em, and clients can't really do what ignore
> > does.
> > */Snoop
> the only thing i can think of that your client cannot do is
> a level ignore.
> 
> what are the others?

The main problem with ignore being gagged on the client side is that
it's entirely too easy to gag things you might want to see. Ie, someone
creates a character named "Dragon", you gag "dragon" client side, and 
you've gagged 90% of RD. Granted it's doubtful there'd be someone 
named 'dragon' running around, but it's extremely easy to come up with
other names that couldn't be gagged due to massive interuption of 
the game. (ie, someone named 'sword', 'club', 'whip', 'red') When the 
mud handles it, it only gags names, not the entire word. 

IMO, that in itself is the reason ignore should remain in the 
game. 

Kalma

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

poster: Zuperb
subject: >>>>>>>Ignore
date: Mon Nov 27 19:49:31 2000

I think ppl should stop trying to make eveyone like each other. We
are all different, and with such a amout of plyers we have here,
things are bound to be agueed about. 
Removing or letting the ignore command stay wont solve anything. We
just need to let ppl bitch and see the entertainment in it. One nice
thing with the ignore command is to use it while doing something
'important' while some ppl argue on a channel, then unignore them
5min later..


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

poster: Golte
subject: >>>>>>>>Ignore
date: Mon Nov 27 20:09:50 2000

Why ignore cant be replaced with client triggers:

I whould not be able to tank eq on a modem connection if i wasn't 
able to put my party on ignore to decrease combat spam. 

If you gag certain people in your client they will not know about 
it and they will keep asking you things, thinking you are afk 
or spamed by combat. Waste of their time. 

A newbie that asks people for party and stuff might not
know he's annoying, and at least has the right to 
know whether his tells are coming throught or 
stoped by ignore. 

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

poster: Snoop
subject: >>>>>>Ignore
date: Mon Nov 27 23:24:08 2000

The problem with gag is that it is sucks, to gag 1 person
successfully i would have to set up LOTS of triggers for just that
one person, to have a list of ignores players the same size as now i
would have to make lists of ppls, and zmud sucks at handling that
much info going through lists and stuff. I know from making the
weekly exp plaque.
Besides, i don't find a reason to remove ignore in the first place.
*/Snoop

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

poster: Baer
subject: report success_rate player
date: Wed Nov 29 01:35:41 2000

Add an option to report so we can report our success_rate to the
party or a person.
I've found to now I just copy and paste into a mail, and have done
this quite often.

Baer

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

poster: Golte
subject: >report success_rate player
date: Wed Nov 29 08:19:50 2000

On Wed Nov 29 01:35:41 2000 Baer wrote post #410:
> Add an option to report so we can report our success_rate to the
> party or a person.
> I've found to now I just copy and paste into a mail, and have done
> this quite often.
> 
> Baer
you can use "converse" instead of mail to write several lines to the room.

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

poster: Wagro
subject: food
date: Wed Nov 29 22:50:32 2000

a command that you can tel the mud how many of an object would be
nice, where there is a bunch of foods you could do get 10 foods

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

poster: Myrddin
subject: >food
date: Wed Nov 29 22:51:22 2000

On Wed Nov 29 22:50:32 2000 Wagro wrote post #412:
> a command that you can tel the mud how many of an object would be
> nice, where there is a bunch of foods you could do get 10 foods
just use 10 get a food
works just as well
myrddin

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

poster: Ac
subject: Witch doctor guild
date: Thu Nov 30 00:25:20 2000

I think there should be a witch doctor guild, so like if you join
you can make a potion to heal poison and other stuff in that sort.

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

poster: Dram
subject: >Witch doctor guild
date: Thu Nov 30 05:31:48 2000

On Thu Nov 30 00:25:20 2000 Ac wrote post #414:
> I think there should be a witch doctor guild, so like if you join
> you can make a potion to heal poison and other stuff in that sort.
In case you didn't know, there is alot more to making a then that
just "it would be cool if this...". If you want to propose a guild
idea, put some work in it and flesh it out, or someone like me who
codes the guilds would just disregard a post like the one above.

Dram

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

poster: Killaaz
subject: Event
date: Thu Nov 30 13:58:40 2000

We should have a event called Bloodwars when everyone can kill anyone.
Run it for 15mins or soo and the one with most kills wins a prize and when
event is over everyone that got killed by a player get a free rev.

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

poster: Kaos
subject: >Witch doctor guild
date: Thu Nov 30 16:03:49 2000

On Thu Nov 30 00:25:20 2000 Ac wrote post #414:
> I think there should be a witch doctor guild, so like if you join
> you can make a potion to heal poison and other stuff in that sort.
Herbalists can make 'cure poison' potions, and normal heal potions
as well.

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

poster: Tranquil
subject: Greater size wish
date: Thu Nov 30 16:52:03 2000

The greater size wish seems to be almost useless now, since weapon
wielding is now based on wc instead of race attributes. Maybe you
could add str/con/sta bonuses to the wish, improving over time as
you grow, or possibly add +1 to each of those stats for each
adventurer level taken since taking the wish. Otherwise, possibly it
should be removed, as it doesn't have any real use that I can see at
the moment, except a little extra height thrown upon the players
racial average.

- Tranquil


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

poster: Quillz
subject: >Greater size wish
date: Thu Nov 30 17:24:19 2000

On Thu Nov 30 16:52:03 2000 Tranquil wrote post #418:
> The greater size wish seems to be almost useless now, since weapon
> wielding is now based on wc instead of race attributes. Maybe you
> could add str/con/sta bonuses to the wish, improving over time as
> you grow, or possibly add +1 to each of those stats for each
> adventurer level taken since taking the wish. Otherwise, possibly it
> should be removed, as it doesn't have any real use that I can see at
> the moment, except a little extra height thrown upon the players
> racial average.
> 
> - Tranquil
> 
wielding also depends on your size. as a minotaur with 350 strength
(not fully grown) i could -not- wield my red handleds. 
i had to get close to 400 str to wield them.  would have been much
easier for me to take greater size than waste 3 wishes on stats
alone to wield my weapons. greater size is fine as it is.
Q

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

poster: Arkangyle
subject: stun
date: Fri Dec  1 11:58:30 2000

Could we be given a message indicating something like:

You are no longer stunned.

I just figured that would be appropriate to let us know we can move again

- Arkangyle

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

poster: Sleet
subject: g
date: Sat Dec  2 01:49:53 2000

i think there should be a phys reflect
could call it rubber bubble or somthing

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

poster: Jaws
subject: hell
date: Sun Dec  3 09:43:05 2000

allow party leave command in hell

Jaws

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

poster: Pedron
subject: >hell
date: Sun Dec  3 09:50:14 2000

On Sun Dec  3 09:43:05 2000 Jaws wrote post #425:
> allow party leave command in hell
> 
> Jaws
You're dead, not leeching, and party spam is good for you. :)

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

poster: Skillz
subject: newbie supporting families
date: Sun Dec  3 15:46:05 2000

Since we got here the marriage license and weddings, so why married
couples can't have children. I ain't gonna bring the conception and
the procreation up to discussion, but having families with children
may help newbies start playing Reddragon. Just married couple can
have children like familiars (NPC). The race of a child should be
defined by parents races (lets say a family of human anf elf can
have a halfelf child but not giant etc.). Each newly created
reddragon char by selecting race selects hes/her family. Parents
have to take care of they children while a child is under 15 level
or so. This family constitution can be also merged with clan and
stronghold systems. Also we can reconsider pk system in connection
with family system.

P.S. I found this idea in the newsgroup devoted to MUD.


Skillz

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

poster: Baer
subject: >stun
date: Mon Dec  4 02:11:01 2000

On Fri Dec  1 11:58:30 2000 Arkangyle wrote post #421:
> Could we be given a message indicating something like:
> 
> You are no longer stunned.
> 
> I just figured that would be appropriate to let us know we can move again
> 
> - Arkangyle
How would you know you are no longer stunned, unless you actually
try to do something? At least thats how it works when I'm a bit
'stunned' after a night out drinking. :)



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

poster: Eponine
subject: new event
date: Mon Dec  4 02:13:20 2000

How about a Regis Philbin event? One person at random is chosen and
must answer a series of questions. They can walk away at any time,
but for each correct answer they receive exp. If they answer a
question wrong the event ends and the person goes straight to hell.

Just an idea....

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

poster: Myrddin
subject: weekly exp plaque
date: Mon Dec  4 04:16:44 2000

any change that la plaque could work the same on the weekly plaque
as the other two and automatically show your position? no big deal
but just thought it should be the same as the rest
myrddin

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

poster: Zifnab
subject: >an idea
date: Tue Dec  5 02:50:44 2000

On Tue Dec  5 02:45:02 2000 Lu wrote post #431:
> safes to id to what we name them.
> 
> for example, turn name safe to # # #
> open name safe
> get all from anem safe
> close name safe
> 
> just and idea
> 
> -lu
that all has worked for years

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

poster: Pedron
subject: >clan info
date: Tue Dec  5 04:26:50 2000

On Tue Dec  5 04:26:02 2000 Pedron wrote post #433:
> Maybe make clan info list folks in order of levels, debt, 
> alphabetical, clal level?
> Looks like it shuffles the names every time.  Would be nice if they 
> were in some kind of set order.
> 
> -pedron
One of the parameters would be fine, just something for a little 
more order.

-pedron

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

poster: Pedron
subject: quests
date: Tue Dec  5 06:56:23 2000

On another mud I play, a player in badstanding announced he was 
going to posts scripts for all the quests on his web page.
I remembered someone here saying that could(has?) been 
done by someone with quests from this mud.

More random variables and nonstandard queries, extra objects and 
alternating/random paths are being added into the quests there 
to make it harder for folks to write up scripts for them, 
and I thought I'd suggest something like that here but for 
different reason.  Here it would just be more for coolness than 
security since I'm pretty sure quest scripts aren't a problem here.

I have more details ideas along this line if anyone cares to hear them.
Not going to write up a lengthy post, but will respond/discuss 
anything to respond to or discuss. :)

-pedron

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

poster: Wildchild
subject: >quests
date: Tue Dec  5 07:51:09 2000

On Tue Dec  5 06:56:23 2000 Pedron wrote post #435:
> On another mud I play, a player in badstanding announced he was 
> going to posts scripts for all the quests on his web page.
> I remembered someone here saying that could(has?) been 
> done by someone with quests from this mud.
> 
> More random variables and nonstandard queries, extra objects and 
> alternating/random paths are being added into the quests there 
> to make it harder for folks to write up scripts for them, 
> and I thought I'd suggest something like that here but for 
> different reason.  Here it would just be more for coolness than 
> security since I'm pretty sure quest scripts aren't a problem here.
> 
> I have more details ideas along this line if anyone cares to hear them.
> Not going to write up a lengthy post, but will respond/discuss 
> anything to respond to or discuss. :)
> 
> -pedron

I think you're asking for something that isn't even necessary. Why?
because quests aren't a necessity here. They are fun, enjoyable...
why burden the coders to do such extra crap when there will still be
those that will just figure it out and if they really wanted to to
give out the info anyways.

Just look at it this way: you give out quest info and are caught,
you get nuked (or atleast you're supposed to). It's not broken, why
fix it? :P

-WildChild

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

poster: Zifnab
subject: >>quests
date: Tue Dec  5 12:45:38 2000

On Tue Dec  5 07:51:09 2000 Wildchild wrote post #436:
> On Tue Dec  5 06:56:23 2000 Pedron wrote post #435:
> > On another mud I play, a player in badstanding announced he was 
> > going to posts scripts for all the quests on his web page.
> > I remembered someone here saying that could(has?) been 
> > done by someone with quests from this mud.
> > 
> > More random variables and nonstandard queries, extra objects and 
> > alternating/random paths are being added into the quests there 
> > to make it harder for folks to write up scripts for them, 
> > and I thought I'd suggest something like that here but for 
> > different reason.  Here it would just be more for coolness than 
> > security since I'm pretty sure quest scripts aren't a problem here.
> > 
> > I have more details ideas along this line if anyone cares to hear them.
> > Not going to write up a lengthy post, but will respond/discuss 
> > anything to respond to or discuss. :)
> > 
> > -pedron
> 
> I think you're asking for something that isn't even necessary. Why?
> because quests aren't a necessity here. They are fun, enjoyable...
> why burden the coders to do such extra crap when there will still be
> those that will just figure it out and if they really wanted to to
> give out the info anyways.
> 
> Just look at it this way: you give out quest info and are caught,
> you get nuked (or atleast you're supposed to). It's not broken, why
> fix it? :P
> 
> -WildChild
Well for one, Schizo's is random.  but noone woudl konw that
as it hasnt been seriously attempted.

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

poster: Snoop
subject: Guild Items
date: Tue Dec  5 18:19:29 2000

How about some kind of small thing tellin you about how long/much
you have until your next 'level' on your guild item when you id it.
Would be nice to notice you get better masteries even tho you never
seem to gain any better status when you check it.
*/Snoop

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

poster: Tektor
subject: Enchanter Shop
date: Tue Dec  5 21:44:14 2000

Need a shop where you can pay like 10k-15k to get your weapon
shrunk. Noone hardly joins Enchanter, and I can't find anyone with a
shrink book.

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

poster: Pedron
subject: drop
date: Tue Dec  5 22:21:42 2000

Maybe make drop command(or drop all) return no message 
about things marked as kept and drops the 
stuff not marked kept like normal.

Not a big deal, just spammy when I try to drop a few heavy suits of
armor, sowrds, helms, 
and other loots I get from previous kills to 
help dodge on the next kill.
I get 20 lines of 'Food is marked kept' followed by 
relocatlors, lodestone, watch, and equipped items marked kept.

Would be nice if drop all just showed the heap of junk I'm dropping 
without the page of spam before it. :)

Thanks,
pedron

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

poster: Lu
subject: >Enchanter Shop
date: Tue Dec  5 23:17:05 2000

On Tue Dec  5 21:44:14 2000 Tektor wrote post #439:
> Need a shop where you can pay like 10k-15k to get your weapon
> shrunk. Noone hardly joins Enchanter, and I can't find anyone with a
> shrink book.
i believe smee has one, ~3.5m
-lu

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

poster: Arkangyle
subject: new skill
date: Wed Dec  6 14:45:08 2000

Spellcraft:  A mage or cleric's knowledge of the basics of spell
casting allows them to recognize the verbal, sumatic, and materials
being used to cast a spell.  Successful detection informs the player
WHICH spell is being cast by someone, not just that they are
casting.

-Arkangyle

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

poster: Lu
subject: Campfires
date: Wed Dec  6 17:40:16 2000

would be cool if looking at a fire would show you who made it.

-Lu  the woodswoman

p.s.
want the woodsy guild made politically correct ;p

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

poster: Junko
subject: X-mas
date: Wed Dec  6 20:25:14 2000

For these coming x-mas with Santa in cs, what if Santa gave you
gifts depepnding on alignment.  Their could be a dark Santa and a
good santa.  Depending how good/evil you are results in how great
your gift is

-Junko the mexican mindflayer

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

poster: Zifnab
subject: >X-mas
date: Wed Dec  6 20:25:53 2000

On Wed Dec  6 20:25:14 2000 Junko wrote post #444:
> For these coming x-mas with Santa in cs, what if Santa gave you
> gifts depepnding on alignment.  Their could be a dark Santa and a
> good santa.  Depending how good/evil you are results in how great
> your gift is
> 
> -Junko the mexican mindflayer
santa already gives stuff based on alignment.

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

poster: Junko
subject: >>X-mas
date: Wed Dec  6 20:27:36 2000

So what bout an evil santa cluas to reward evil mudders

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

poster: Snoop
subject: channel invite
date: Wed Dec  6 20:39:05 2000

I asked for this earlier...but how about a msg when someone gets
invited to a channel.
Like i invite person X then X gets Snoop has invited you to channel
channelname.
*/Snoop

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

poster: Dram
subject: >new skill
date: Wed Dec  6 22:42:53 2000

On Wed Dec  6 14:45:08 2000 Arkangyle wrote post #442:
> Spellcraft:  A mage or cleric's knowledge of the basics of spell
> casting allows them to recognize the verbal, sumatic, and materials
> being used to cast a spell.  Successful detection informs the player
> WHICH spell is being cast by someone, not just that they are
> casting.
> 
> -Arkangyle
Sorry, this was my idea for psychics guild, if i use it or not is a
different question but it has been brought up before

Dram

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

poster: Sleet
subject: >>quests
date: Thu Dec  7 01:14:57 2000

i like the idea of random rooms though and different paths
maybe we code code different obstacles to be in a maze that move
around making ya path have to be different or somthin
doesnt even have to be with quests, would just be fun
scream   Full SP!
scream Tick!
or we could make a new quest like that where you get dropped in a
mzae and get chased by a big aggro monmster and if you can find your
way out of you get a prize.
-sleet
ps sorry bout trigs

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

poster: Mikul
subject: Castle rooms
date: Thu Dec  7 19:15:49 2000

Any chace we get a increase in the number of lines for room descs
in our castles? 6 can be a bit low.

Mikul

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

poster: Fuge
subject: castle doors
date: Fri Dec  8 01:13:19 2000

i think it would be nice if castle doors acted similar to castle
safes. in a sense that after they are unlocked w/ a key, and then
unlocked, that they can be taken and replaced somewhere else. it
would be very useful to people who like to remodel their castles
every now and then. just a though :)

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

poster: Zifnab
subject: >castle doors
date: Fri Dec  8 01:15:08 2000

On Fri Dec  8 01:13:19 2000 Fuge wrote post #451:
> i think it would be nice if castle doors acted similar to castle
> safes. in a sense that after they are unlocked w/ a key, and then
> unlocked, that they can be taken and replaced somewhere else. it
> would be very useful to people who like to remodel their castles
> every now and then. just a though :)
if it was as easy as that i think it woudl be done already.

Dont forget a door is really 2 objects in 2 rooms, makes
things a bit tougher, although not overly so.  

I think we have a huge list of things that need fixing/updating with
castle, just add another one to the list.

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

poster: Trigon
subject: Midbie eq stuff
date: Fri Dec  8 01:47:02 2000

A quick note about the rhls.  I think this sort of top slot eq comes
more from having friends "up there" than buying the eq, either
having it lent out or sold at a reduced cost to the midbie.  It is
increasingly difficult to find midbie eq, particularly caster.  I
think one problem is most of the midbie eq can be bought up and
sacced.  I don't know many people who are going to sac a rhls, but a
couple pieces of trex eq, maybe kraag stuff, why not?
Maybe this is some sort of a plea, but how about the upper end eq
parties, why not go and slaughter through trex,kraag, mitra priests,
frith, etc...
Now I know the answer to this is "We do eq to get better stuff for
us."  But honestly how hard would it be to take a spin by and get a
mistweaver cloak?  I haven't seen one of those for sale in over 3
monthes.  And that is a lot of stuff, not just mistweaver cloak.
Some people whine because "Nobody will buy my 7mil gold axe."
That's because we are either saving up for some other piece of eq or
we have recently bought a high priced piece.
I have debated this midbie eq issue with people such as zyz, and I
agree there is a problem.
One the things I'd like to see is the soo called oogles of midbie eq
monsters to have their resistances lowered and such.  I mean, trex
eq isn't all that great, but that thing hits like a dumptruck with
resistances out to wazoo.  I think that is the major problem.
Well just my ramblings.
Trigon who had to borrow eq cause nobody was selling

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

poster: Sleet
subject: >Midbie eq stuff
date: Fri Dec  8 01:48:22 2000

On Fri Dec  8 01:47:02 2000 Trigon wrote post #453:
> A quick note about the rhls.  I think this sort of top slot eq comes
> more from having friends "up there" than buying the eq, either
> having it lent out or sold at a reduced cost to the midbie.  It is
> increasingly difficult to find midbie eq, particularly caster.  I
> think one problem is most of the midbie eq can be bought up and
> sacced.  I don't know many people who are going to sac a rhls, but a
> couple pieces of trex eq, maybe kraag stuff, why not?
> Maybe this is some sort of a plea, but how about the upper end eq
> parties, why not go and slaughter through trex,kraag, mitra priests,
> frith, etc...
> Now I know the answer to this is "We do eq to get better stuff for
> us."  But honestly how hard would it be to take a spin by and get a
> mistweaver cloak?  I haven't seen one of those for sale in over 3
> monthes.  And that is a lot of stuff, not just mistweaver cloak.
> Some people whine because "Nobody will buy my 7mil gold axe."
> That's because we are either saving up for some other piece of eq or
> we have recently bought a high priced piece.
> I have debated this midbie eq issue with people such as zyz, and I
> agree there is a problem.
> One the things I'd like to see is the soo called oogles of midbie eq
> monsters to have their resistances lowered and such.  I mean, trex
> eq isn't all that great, but that thing hits like a dumptruck with
> resistances out to wazoo.  I think that is the major problem.
> Well just my ramblings.
> Trigon who had to borrow eq cause nobody was selling
i saw two mistweavers for sale yesterday

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

poster: Trigon
subject: >>Midbie eq stuff
date: Fri Dec  8 01:50:38 2000

On Fri Dec  8 01:48:22 2000 Sleet wrote post #454:
> On Fri Dec  8 01:47:02 2000 Trigon wrote post #453:
> > A quick note about the rhls.  I think this sort of top slot eq comes
> > more from having friends "up there" than buying the eq, either
> > having it lent out or sold at a reduced cost to the midbie.  It is
> > increasingly difficult to find midbie eq, particularly caster.  I
> > think one problem is most of the midbie eq can be bought up and
> > sacced.  I don't know many people who are going to sac a rhls, but a
> > couple pieces of trex eq, maybe kraag stuff, why not?
> > Maybe this is some sort of a plea, but how about the upper end eq
> > parties, why not go and slaughter through trex,kraag, mitra priests,
> > frith, etc...
> > Now I know the answer to this is "We do eq to get better stuff for
> > us."  But honestly how hard would it be to take a spin by and get a
> > mistweaver cloak?  I haven't seen one of those for sale in over 3
> > monthes.  And that is a lot of stuff, not just mistweaver cloak.
> > Some people whine because "Nobody will buy my 7mil gold axe."
> > That's because we are either saving up for some other piece of eq or
> > we have recently bought a high priced piece.
> > I have debated this midbie eq issue with people such as zyz, and I
> > agree there is a problem.
> > One the things I'd like to see is the soo called oogles of midbie eq
> > monsters to have their resistances lowered and such.  I mean, trex
> > eq isn't all that great, but that thing hits like a dumptruck with
> > resistances out to wazoo.  I think that is the major problem.
> > Well just my ramblings.
> > Trigon who had to borrow eq cause nobody was selling
> i saw two mistweavers for sale yesterday
alright, so thanks for your input sleet, but I do believe one of
those cloaks was because scyth was selling all his eq for dirt cheap
prices because he has become bored.  so that must mean we have to
wait for players to either reinc or stop playing before we get eq?
puuh

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

poster: Trigon
subject: another quick thought
date: Fri Dec  8 01:57:28 2000

something else came to me
I think one of the ways to make more eq want to be gotten is to make
more eq with guild specific stat bonuses.
Not very many pieces of eq give +master of something, and personally
I think that would help immensly for getting more eq into
circulation, especially not top slot eq.
is this a good idea or not?
Trigon

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

poster: Blackthorne
subject: >another quick thought
date: Fri Dec  8 01:59:05 2000

I agree. Would a mage be looking for eq that has +5% to weapon skill slashing?

-B

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

poster: Mixer
subject: >another quick thought
date: Fri Dec  8 02:06:08 2000

On Fri Dec  8 01:57:28 2000 Trigon wrote post #456:
> something else came to me
> I think one of the ways to make more eq want to be gotten is to make
> more eq with guild specific stat bonuses.
> Not very many pieces of eq give +master of something, and personally
> I think that would help immensly for getting more eq into
> circulation, especially not top slot eq.
> is this a good idea or not?
> Trigon
If you give an eq + to any mastery, it almost will have nothing else
due to the way eq stats etc are calculated, + to mastery is VERY
high up the tree

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

poster: Trigon
subject: >>another quick thought
date: Fri Dec  8 02:23:53 2000

On Fri Dec  8 02:06:08 2000 Mixer wrote post #458:
> On Fri Dec  8 01:57:28 2000 Trigon wrote post #456:
> > something else came to me
> > I think one of the ways to make more eq want to be gotten is to make
> > more eq with guild specific stat bonuses.
> > Not very many pieces of eq give +master of something, and personally
> > I think that would help immensly for getting more eq into
> > circulation, especially not top slot eq.
> > is this a good idea or not?
> > Trigon
> If you give an eq + to any mastery, it almost will have nothing else
> due to the way eq stats etc are calculated, + to mastery is VERY
> high up the tree
think I'm not goin idle
Well even if it was just something like +1% to a piece of eq and it
got lowered 2-3spr or something, that would help I believe

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

poster: Marvin
subject: eq
date: Fri Dec  8 04:29:01 2000

Ok, a highbie party is not going to waste time doing midbie eq, no
matter how much you beg, unless there is something in it for them,
(ie money). For the most part, and this is pretty much imo, money is far
too easy to come by and far too hard to spend. If there was a great money
sink at the top of the food chain (maybe instead of the midbie eq-sink
that we have now) midbie eq would be sold down the line. And 'other measures'
taken to stifle highbie eq being sold down the line.
If the best way for a highbie to get cash was to do eq easy (3-4 highbie
party) eq and sell it, and money was needed more desparately, then
I would think problem solved.

Please note my opinions do not necessairly reflect the opinions of the
wizard community in general.

-M

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

poster: Tektor
subject: Midbie Eq
date: Fri Dec  8 05:33:36 2000

There are more midbie eq monsters than you can shake a stick at. The
problem is, there arn't many midbies. (I tried midbie eq, did ok but
couldn't get any one to do it.)

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

poster: Pedron
subject: >eq
date: Fri Dec  8 06:55:52 2000

On Fri Dec  8 04:29:01 2000 Marvin wrote post #460:
> Ok, a highbie party is not going to waste time doing midbie eq, no
> matter how much you beg, unless there is something in it for them,
> (ie money). For the most part, and this is pretty much imo, money is far
> too easy to come by and far too hard to spend. If there was a great money
> sink at the top of the food chain (maybe instead of the midbie eq-sink
> that we have now) midbie eq would be sold down the line. And 'other
measures'
> taken to stifle highbie eq being sold down the line.
> If the best way for a highbie to get cash was to do eq easy (3-4 highbie
> party) eq and sell it, and money was needed more desparately, then
> I would think problem solved.
> 
> Please note my opinions do not necessairly reflect the opinions of the
> wizard community in general.
> 
> -M
I agree on this one.   OAMight curve the exp/loot allowed on a monster along 
the same lines.  I know there are 'gold mobs' and 'exp mobs', 
but huge exp mobs worth 200-350k exp (thinking paladins) 
should have a bit more than 1/3 the wealth of a 
500 exp mob(thinking turantia guards) or a 
5k exp mob(thinking misc dryads, royal guards, etc).

Maybe do away with the notion of 'gold mobs' and 'exp mobs' and just
make the mobs 
wealthier the bigger they are and poorer the tinier they are.

Half my supposedly bs highbie stuff was purchased with 
gold I got from mobs I could do 'kill all' on and sweep 
a rate of 100k+ gold an hour whether I was level 15 or 25.
(level 16-20 is a little rough for gold, but most folks campout at 
level 15 till they can skip past level 20 in one shot anywho.)

Maybe tune harishu up to 1k, scale back the number of nuts the 
squirrels carry, shave the value of equipment taken from 
little mobs any old newbie fighter can kill 3 of at once,
stuff like that.  Paladin equipment at least should be worth as much 
as the turantia guard equipment, or 5 times as much. :P 
Most highbies I've seen don't even bother with more than gems from 
the paladins.  Dragons shooting all those areas are fine cause they have 
piles of big gems, but maybe make scales more common loot among them 
too(not the eq, but the misc item like bronze dragon scales) so there's a 
little more gold to slather around and make it worthwhile for folks
getting killed 
fairly often.

Anyway, done rambling.  Main suggestion was scale the value of lot to 
the power of the monsters in a more uniform way.  The rest 
should iron itself out though the lowbies and newbies(myself included) 
wlil be dismayed the next time an rhls goes for 4megs and we can't 
do that 500k gold/night rate to scrape up the 2megs we don't have.
I got the rhls for 4megs, but was nearly a week of goldruns and I 
borrowed another meg on top of that to cover the last bit in a hurry.
If anyone had bid against me, or my gold rate was cut in half, it would've 
been off the market before I could grab it and the 6m rhls' would be
a little too 
far out of my range unless I was crazy. :)

Ah well, done rambling, going to sleep.

-pedron

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

poster: Rydia
subject: lava eq
date: Fri Dec  8 08:32:57 2000

i think it would be neat to be able to give away lava eq.. i mean,
you mold this eq and stuff, i think you should be able to lend it
out. it only lasts a boot anyways, so i think it would be fun to be
able to give newbies some temporary eq that could help and stuff
like that

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

poster: Lu
subject: eje
date: Fri Dec  8 09:25:35 2000

if the eq is saccable for a yes/no to see if ya really want to sac
it, that way we can go to eje try to sac something if it works we
say no.  Then if people asks if it sacs, we already know the answer

justa  thought

-lu

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

poster: Hierokliff
subject: >eq
date: Fri Dec  8 14:59:29 2000

On Fri Dec  8 04:29:01 2000 Marvin wrote post #460:
> Ok, a highbie party is not going to waste time doing midbie eq, no
> matter how much you beg, unless there is something in it for them,
> (ie money). For the most part, and this is pretty much imo, money is far
> too easy to come by and far too hard to spend. If there was a great money
> sink at the top of the food chain (maybe instead of the midbie eq-sink
> that we have now) midbie eq would be sold down the line. And 'other
measures'
> taken to stifle highbie eq being sold down the line.
> If the best way for a highbie to get cash was to do eq easy (3-4 highbie
> party) eq and sell it, and money was needed more desparately, then
> I would think problem solved.
> 
> Please note my opinions do not necessairly reflect the opinions of the
> wizard community in general.
> 
> -M
One problem though is that you cant just do midbie eq with 3-4
highbies to get that cash compaired to go do exps and sell the
gems...
Since you must most of the time have 1tank,abj,healer then 2-3
blasters even for midbie eq, and there is no way you get 5-6
highbies to go tiny midbie eq monsies (trex etc) just for getting
50k-100k/item/hr/mbr...
Then they rather wait until they get a full sized party and then go
after eq they want or can sell for 5-10M...
//Hierokliff Bloodsbane

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

poster: Zax
subject: >>eq
date: Fri Dec  8 15:38:30 2000

On Fri Dec  8 14:59:29 2000 Hierokliff wrote post #465:
> On Fri Dec  8 04:29:01 2000 Marvin wrote post #460:
> > Ok, a highbie party is not going to waste time doing midbie eq, no
> > matter how much you beg, unless there is something in it for them,
> > (ie money). For the most part, and this is pretty much imo, money is far
> > too easy to come by and far too hard to spend. If there was a great money
> > sink at the top of the food chain (maybe instead of the midbie eq-sink
> > that we have now) midbie eq would be sold down the line. And 'other
> measures'
> > taken to stifle highbie eq being sold down the line.
> > If the best way for a highbie to get cash was to do eq easy (3-4 highbie
> > party) eq and sell it, and money was needed more desparately, then
> > I would think problem solved.
> > 
> > Please note my opinions do not necessairly reflect the opinions of the
> > wizard community in general.
> > 
> > -M
> One problem though is that you cant just do midbie eq with 3-4
> highbies to get that cash compaired to go do exps and sell the
> gems...
> Since you must most of the time have 1tank,abj,healer then 2-3
> blasters even for midbie eq, and there is no way you get 5-6
> highbies to go tiny midbie eq monsies (trex etc) just for getting
> 50k-100k/item/hr/mbr...
> Then they rather wait until they get a full sized party and then go
> after eq they want or can sell for 5-10M...
> //Hierokliff Bloodsbane
I think HK might have touched closer to what might be the real
problem here. Although I've had little experience with the gem
system, and since I'm just a newbie these days, I could be wrong :)
... but it seems that a lot of people can get a lot of gold
relatively quickly. This is thru gems, and as HK said its just not
worth the time for a highbie to get a "semi-party" to kill midbie
eqs for gold when they can make as much gold from doing xp and
selling the gems. I could suggest tuning down or removing gems, and
I'm sure there would be unprecedented whines from people if gems
were tuned down/removed, but perhaps a remedy for the midbie eq
problem could be from changes to the gem system, or at least making
it so that killing midbie eq is just as beneficial to bank accounts
as doing xp.


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

poster: Zifnab
subject: >>>eq
date: Fri Dec  8 17:19:45 2000

> > //Hierokliff Bloodsbane
> I think HK might have touched closer to what might be the real
> problem here. Although I've had little experience with the gem
> system, and since I'm just a newbie these days, I could be wrong :)
> ... but it seems that a lot of people can get a lot of gold
> relatively quickly. This is thru gems, and as HK said its just not
> worth the time for a highbie to get a "semi-party" to kill midbie
> eqs for gold when they can make as much gold from doing xp and
> selling the gems. I could suggest tuning down or removing gems, and
> I'm sure there would be unprecedented whines from people if gems
> were tuned down/removed, but perhaps a remedy for the midbie eq
> problem could be from changes to the gem system, or at least making
> it so that killing midbie eq is just as beneficial to bank accounts
> as doing xp.
> 
Kind of funny, 


   now people are saying too much gold? this is kind of funny considering
the fact of all the whines when sigwald put in the cahnge for
exp on reincs not being 100% free.

now I am not syaing it isnt true, im just basing it on the 
complaints you here, it is all subjective to whatever 
the issue is at that time.

BTW, whatever happened to players just wanting to help
other players?, must be me but I find helping players out
with ( X equipment) to be enjoyable.


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

poster: Lokie
subject: midbie eq
date: Fri Dec  8 17:53:51 2000

I think the real problem behind the midbie eq problem is not the
fact you cant kill the mobs with midbie eq… not to say no one how
has said anything had a good/bad point… is the simple fact the mud
is growing and with growth comes change I herd a lot of people talk
about ooh when I was blah worth so many Megs I could kill this and
was able to kill that but the simple fact the game is always
changing. 
We (admin & wizards) can't just stop expanding the mud to fit the
needs of a few people who think the game is becoming to hard for
there worth. I'm not one to knock anyone, worth comes from hard work
*cough unless you have good highbie friends to drag you… =) * and a
lot of time this post isn't pointing anyone out nor is it blaming
anyone for high worth…
the simple fact the line between lowbie to midbie has gone up a lot
from when most of you started playing even though newbies are
considered level 15 and below… I personally believe there are to
many new found lowbie/midbies running around bitching and
complaining that they cant kill this and cant kill that when the
fact of the matter is the standard for your 
worth has dropped leaving you level inflated! Look back dfalt used
to be number 1 in the mud graxon passed him by almost 500M, and the
fact 17 ppls are now over the 1G mark… what was it before? And I see
2 maybe 3 hitting it very soon this shows only one thing, the times
of change are here and if you don't get on you get left behind to
whine and moan about why, how, who, and I don't remember the monies
being this hard. Like I said when I started 



this is in no way pointing at anyone nor knocking ideals this is how
I see it and nothing more, many people have many good points in
there own way fitting the predicaments. Remember this is only a game
and was meant for people to have fun on… so please do so
lokie

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

poster: Sleet
subject: >>>>eq
date: Fri Dec  8 17:59:41 2000

On Fri Dec  8 17:19:45 2000 Zifnab wrote post #467:
> > > //Hierokliff Bloodsbane
> > I think HK might have touched closer to what might be the real
> > problem here. Although I've had little experience with the gem
> > system, and since I'm just a newbie these days, I could be wrong :)
> > ... but it seems that a lot of people can get a lot of gold
> > relatively quickly. This is thru gems, and as HK said its just not
> > worth the time for a highbie to get a "semi-party" to kill midbie
> > eqs for gold when they can make as much gold from doing xp and
> > selling the gems. I could suggest tuning down or removing gems, and
> > I'm sure there would be unprecedented whines from people if gems
> > were tuned down/removed, but perhaps a remedy for the midbie eq
> > problem could be from changes to the gem system, or at least making
> > it so that killing midbie eq is just as beneficial to bank accounts
> > as doing xp.
> > 
> Kind of funny, 
> 
> 
>    now people are saying too much gold? this is kind of funny considering
> the fact of all the whines when sigwald put in the cahnge for
> exp on reincs not being 100% free.
> 
> now I am not syaing it isnt true, im just basing it on the 
> complaints you here, it is all subjective to whatever 
> the issue is at that time.
> 
> BTW, whatever happened to players just wanting to help
> other players?, must be me but I find helping players out
> with ( X equipment) to be enjoyable.
> 
i dunno about the too much gold idea.
or the tuning of gems
i usally get all my money from selling eq that i get in parties
plus i dont think gems are really that big of a bonus since they
were tuned, most gems these days only give you a couple hundred gold
anyways and if your lucky 1k or 2k.
shrug,
sleet

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

poster: Warchief
subject: >>>>>eq
date: Fri Dec  8 18:02:35 2000

A dragon party usually disbands with a couple hundred k of gold from gems.

-Chief

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

poster: Trax
subject: Checking Grap status
date: Fri Dec  8 18:24:58 2000

I know this is off the current point (midbie eq) but there's a
little thing that annoys me and I'm wondering if a slight change
could be made.  When I'm in a party...during combat...I sometimes
look at myself to check and see if I'm still grapped or if rp is
still up...with all the eq I have on...my screen scrolls up so high
that I have to go and scroll back to check the top, above the list
of eq and under my name, for the information I need...this can be a
real pain in combat!  I'm wondering if
it would possible to put this information down on the bottom under
my current condition...seems the more appropriate place to put it
anyway and it would really help with not having to scroll back in
combat :)

Just an idea...
Trax

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

poster: Lu
subject: >Checking Grap status
date: Fri Dec  8 18:28:58 2000

On Fri Dec  8 18:24:58 2000 Trax wrote post #471:
> I know this is off the current point (midbie eq) but there's a
> little thing that annoys me and I'm wondering if a slight change
> could be made.  When I'm in a party...during combat...I sometimes
> look at myself to check and see if I'm still grapped or if rp is
> still up...with all the eq I have on...my screen scrolls up so high
> that I have to go and scroll back to check the top, above the list
> of eq and under my name, for the information I need...this can be a
> real pain in combat!  I'm wondering if
> it would possible to put this information down on the bottom under
> my current condition...seems the more appropriate place to put it
> anyway and it would really help with not having to scroll back in
> combat :)
> 
> Just an idea...
> Trax
hah, i totally agree, tho its not caue i have alot of eq its casue
my portal window is small ;p
but it would be more helpful to put that information at the bottom,
under any tatoos foo may or may not have.
-lu, the ex tank

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

poster: Zifnab
subject: >>Checking Grap status
date: Fri Dec  8 18:36:39 2000

> > Just an idea...
> > Trax
> hah, i totally agree, tho its not caue i have alot of eq its casue
> my portal window is small ;p
> but it would be more helpful to put that information at the bottom,
> under any tatoos foo may or may not have.
> -lu, the ex tank


My first thought is why not use the client to tell you when it is 
up and or down. 

Portal has the 'canvas' where you can easily put a graphic to tell you
if grap is up or down.  then you never have to scroll at all, 
just glance a the canvas.

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

poster: Phire
subject: >>>>>>eq
date: Fri Dec  8 18:36:39 2000

On Fri Dec  8 18:02:35 2000 Warchief wrote post #470:
> A dragon party usually disbands with a couple hundred k of gold from gems.
> 
> -Chief
Much less if the party is supporting or preparing a gem blaster for 
an eq party.

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

poster: Jordali
subject: >>>>>>>eq
date: Sat Dec  9 00:17:22 2000

On Fri Dec  8 18:36:39 2000 Phire wrote post #474:
> On Fri Dec  8 18:02:35 2000 Warchief wrote post #470:
> > A dragon party usually disbands with a couple hundred k of gold from gems.
> > 
> > -Chief
> Much less if the party is supporting or preparing a gem blaster for 
> an eq party.
In either case, the amount of damage dragons do make them a bit
unique I think.  Considering the rate of gold I've gotten in a dragon party,
I really don't think they are out of whack.

-J

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

poster: Mixer
subject: >>>Checking Grap status
date: Sat Dec  9 02:09:59 2000

On Fri Dec  8 18:36:39 2000 Zifnab wrote post #473:
> > > Just an idea...
> > > Trax
> > hah, i totally agree, tho its not caue i have alot of eq its casue
> > my portal window is small ;p
> > but it would be more helpful to put that information at the bottom,
> > under any tatoos foo may or may not have.
> > -lu, the ex tank
> 
> 
> My first thought is why not use the client to tell you when it is 
> up and or down. 
> 
> Portal has the 'canvas' where you can easily put a graphic to tell you
> if grap is up or down.  then you never have to scroll at all, 
> just glance a the canvas.
Likewise zmud has the status bar which is excellent for this

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

poster: Tektor
subject: Midbie Eq
date: Sat Dec  9 05:12:56 2000

Umm Pedron really if your under 250-300m your a lowbie. So that may
be why your not going anywhere. under 50m doesn't really stand a
chance against true midbie sized monsters.
*Thinks too many people put lowbie and newbie in the same category.*

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

poster: Pedron
subject: >Midbie Eq
date: Sat Dec  9 07:13:31 2000

On Sat Dec  9 05:12:56 2000 Tektor wrote post #477:
> Umm Pedron really if your under 250-300m your a lowbie. So that may
> be why your not going anywhere. under 50m doesn't really stand a
> chance against true midbie sized monsters.
> *Thinks too many people put lowbie and newbie in the same category.*
point I made in another post is that by the time I can tank anything anywhere,
I already have eqipment as good as or better than whatever it is, so it's 
not worth tanking.  Deriving from that what it would be like 
for me when I'm 10 times my worth, I 
conclude half my stuff will be near top and the rest 
will be highbie(granted only one set, not several like 
some of the still bigger folks can afford)

Bottom line is, midbie sized eq monsters will be pointless for me
(and perhaps for anyone who can tank them now) to tank, since my 
eq will be better than theirs by then.

The reason this is so, as I think, is the fact we can make 
large amounts of money with much more ease than 
we could get items worth that much money.

When do you think I'll tank something better than firelord or
singing sword guy or rhls guy, 
or dragon whoever with these leggings.
I sort of almost tanked the blob once, but was only the backup tank 
and there were highbies in the party, so I doubt 
I could get/tank this blob cloak or anything better than it anytime soon.

Then there's the cenoba ring, I can almost tank fergus or t-rex with the 
right party, but I already have their eq, so why would I bother?

Trying to think of something better than dragon scale or tiger eye I
might tank for, but 
I think the other examples were sufficient.
I won't be inclined to eq party anything I could tank, cause 
money was so easy to come by too early and 
good equipment was too easy to acquire.

-pedron

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

poster: Bajumbo
subject: >Checking Grap status
date: Sat Dec  9 16:09:59 2000

On Fri Dec  8 18:24:58 2000 Trax wrote post #471:
> I know this is off the current point (midbie eq) but there's a
> little thing that annoys me and I'm wondering if a slight change
> could be made.  When I'm in a party...during combat...I sometimes
> look at myself to check and see if I'm still grapped or if rp is
> still up...with all the eq I have on...my screen scrolls up so high
> that I have to go and scroll back to check the top, above the list
> of eq and under my name, for the information I need...this can be a
> real pain in combat!  I'm wondering if
> it would possible to put this information down on the bottom under
> my current condition...seems the more appropriate place to put it
> anyway and it would really help with not having to scroll back in
> combat :)
> 
> Just an idea...
> Trax
cough colorful triggers

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

poster: Wagro
subject: >>Checking Grap status
date: Sat Dec  9 16:13:33 2000

On Sat Dec  9 16:09:59 2000 Bajumbo wrote post #479:
> On Fri Dec  8 18:24:58 2000 Trax wrote post #471:
> > I know this is off the current point (midbie eq) but there's a
> > little thing that annoys me and I'm wondering if a slight change
> > could be made.  When I'm in a party...during combat...I sometimes
> > look at myself to check and see if I'm still grapped or if rp is
> > still up...with all the eq I have on...my screen scrolls up so high
> > that I have to go and scroll back to check the top, above the list
> > of eq and under my name, for the information I need...this can be a
> > real pain in combat!  I'm wondering if
> > it would possible to put this information down on the bottom under
> > my current condition...seems the more appropriate place to put it
> > anyway and it would really help with not having to scroll back in
> > combat :)
> > 
> > Just an idea...
> > Trax
> cough colorful triggers
think .
this would probably give a little too much advantage to just "give
it to you" maybe an abjrer skill smilar to essence eye would say
"you feel as if your  on  will drop within the
next 30 seconds...

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

poster: Tektor
subject: >>>Midbie Eq
date: Sat Dec  9 17:22:26 2000

Pedron you won't tank anything better not cause you -decline- but
because your too little of worth.
Too many lowbies think they are midbies, and set there sights too
high. For your worth you should not be able to tank midbie eq
monsters.
---------------------------
As for the other psosts I read, maybe something could be done to how
exp is made so as not only the top people continue to make alot.
(Don't get me wrong they should be able to for their worth,) But
everyone else is moving so slow it makes them look like they are
gaining faster then they are. A few possible solutions would be
either to take anything under 200k (most highbies kills 200k+ stuff)
and make them easier to kill, or boost exp on everything on under
say 100k.
Take sidhes for example at around 80k maybe they could be 95k-100k
(For the number of lowbies/midbie it take to kill them, the exp
given out is spread a bit thin.)
Now this may not be a good solution but its one of many that are out there.

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

poster: Pedron
subject: Task Point to Earn
date: Sun Dec 10 05:28:56 2000

Just tossing this out to see how it flies.  In addition to exploration, 
maybe addbig monsters as a 
source of TPs?

Was thinking scale something like 1m-1.5m exp mob death = 1TP per
party member,
1.51-2m exp mob = 2TP, 2.01-2.5m = 3TP, 
2.51m+ = 4TP award per party member.

Just a thought.  Even if wish tp ost curve is extreme, 
might help purchase free reinc tickets 
if parties reincing for eq and the like.
If the suggestion to do away with eq saccing ever goes through, 
this might help a _little_.
Also folks who see fit to become 
eq suppliers might like the bonus, 
I dunno.

-pedron folds the idea up and tosses it across the mud 
to see how it flies. :)

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

poster: Baer
subject: paging
date: Mon Dec 11 01:35:50 2000

I have found it annoying and sometimes dangerous when I'm sending a
series of commands through to the mud (like during lag), and
suddenly I'm stuck more'ing through a file, like the map in the
city, and my commands don't go through as expected.

The fix I had for this before was to set rows to 10000 or something.
But with the change to update rows and columns automatically, I need
something else. Maybe add in a paging variable that can be set to on
or off?


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

poster: Zifnab
subject: >paging
date: Mon Dec 11 02:09:54 2000

On Mon Dec 11 01:35:50 2000 Baer wrote post #483:
> I have found it annoying and sometimes dangerous when I'm sending a
> series of commands through to the mud (like during lag), and
> suddenly I'm stuck more'ing through a file, like the map in the
> city, and my commands don't go through as expected.
> 
> The fix I had for this before was to set rows to 10000 or something.
> But with the change to update rows and columns automatically, I need
> something else. Maybe add in a paging variable that can be set to on
> or off?
> 
couple of optiosn, send them with ! in front of them.

USe the rows/columns command to set the values to what you want.

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

poster: Energystar
subject: Weekly Exp Plaque
date: Wed Dec 13 21:33:16 2000

 I know this isn't a priority, but it could be a little side project
for some wiz.
 At the top of the weekly plaque, could there be a line that says
the days/dates that the exp is good for. "Experience earned for the
week of Sunday 1st - Sunday 8th", or something to that affect.

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

poster: Zifnab
subject: >Weekly Exp Plaque
date: Wed Dec 13 21:45:00 2000

On Wed Dec 13 21:33:16 2000 Energystar wrote post #485:
>  I know this isn't a priority, but it could be a little side project
> for some wiz.
>  At the top of the weekly plaque, could there be a line that says
> the days/dates that the exp is good for. "Experience earned for the
> week of Sunday 1st - Sunday 8th", or something to that affect.
hmm its whatever day you are looking at it -6 days, 

Local MUD time Wed Dec 13 21:44:02 2000. 

so the exp currently on the plaque is from
12/7-12/13.

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

poster: Tektor
subject: Dewizzed people
date: Wed Dec 13 21:51:09 2000

I think if you weren't dewizzed for doing something wrong, you
should have like a minimum of 15m-20m exp. (I had 15m before but
dewiz tax can be evil). I know its there to prevent people to dewiz,
but its really hard moving back up. Its so slow and grueling work
now (And I'm soloing it back myself.) With 15m-20m you could easily
be something like Earth mage or Healer and be good enough to either
party, or solo.

Tek the snail is slowly moving up the plaque.

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

poster: Zifnab
subject: >Dewizzed people
date: Wed Dec 13 21:52:15 2000

On Wed Dec 13 21:51:09 2000 Tektor wrote post #487:
> I think if you weren't dewizzed for doing something wrong, you
> should have like a minimum of 15m-20m exp. (I had 15m before but
> dewiz tax can be evil). I know its there to prevent people to dewiz,
> but its really hard moving back up. Its so slow and grueling work
> now (And I'm soloing it back myself.) With 15m-20m you could easily
> be something like Earth mage or Healer and be good enough to either
> party, or solo.
> 
> Tek the snail is slowly moving up the plaque.
you made your choice when you wizzed, you made your choice when you
dewizzed.

Both with the known consequences of
'help dewizzing'

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

poster: Tektor
subject: >>Dewizzed people
date: Wed Dec 13 21:56:07 2000

On Wed Dec 13 21:52:15 2000 Zifnab wrote post #488:
> On Wed Dec 13 21:51:09 2000 Tektor wrote post #487:
> > I think if you weren't dewizzed for doing something wrong, you
> > should have like a minimum of 15m-20m exp. (I had 15m before but
> > dewiz tax can be evil). I know its there to prevent people to dewiz,
> > but its really hard moving back up. Its so slow and grueling work
> > now (And I'm soloing it back myself.) With 15m-20m you could easily
> > be something like Earth mage or Healer and be good enough to either
> > party, or solo.
> > 
> > Tek the snail is slowly moving up the plaque.
> you made your choice when you wizzed, you made your choice when you
> dewizzed.
> 
> Both with the known consequences of
> 'help dewizzing'
Nods I knew the consequences. Just saying atleast with a minimum you
wouldn't feel like you were starting over and lose interest in
playing.

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

poster: Lu
subject: >>>Dewizzed people
date: Wed Dec 13 21:56:40 2000

On Wed Dec 13 21:56:07 2000 Tektor wrote post #489:
> On Wed Dec 13 21:52:15 2000 Zifnab wrote post #488:
> > On Wed Dec 13 21:51:09 2000 Tektor wrote post #487:
> > > I think if you weren't dewizzed for doing something wrong, you
> > > should have like a minimum of 15m-20m exp. (I had 15m before but
> > > dewiz tax can be evil). I know its there to prevent people to dewiz,
> > > but its really hard moving back up. Its so slow and grueling work
> > > now (And I'm soloing it back myself.) With 15m-20m you could easily
> > > be something like Earth mage or Healer and be good enough to either
> > > party, or solo.
> > > 
> > > Tek the snail is slowly moving up the plaque.
> > you made your choice when you wizzed, you made your choice when you
> > dewizzed.
> > 
> > Both with the known consequences of
> > 'help dewizzing'
> Nods I knew the consequences. Just saying atleast with a minimum you
> wouldn't feel like you were starting over and lose interest in
> playing.
you werent worth 20m when you wizzed
-lu

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

poster: Squee
subject: >>>>>Dewizzing People
date: Wed Dec 13 21:57:49 2000

I know what it's like to Start all over again. Drop to 400k, then
feel free to bitch.

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

poster: Snoop
subject: >>>Dewizzed people
date: Wed Dec 13 21:59:40 2000

On Wed Dec 13 21:56:07 2000 Tektor wrote post #489:
> On Wed Dec 13 21:52:15 2000 Zifnab wrote post #488:
> > On Wed Dec 13 21:51:09 2000 Tektor wrote post #487:
> > > I think if you weren't dewizzed for doing something wrong, you
> > > should have like a minimum of 15m-20m exp. (I had 15m before but
> > > dewiz tax can be evil). I know its there to prevent people to dewiz,
> > > but its really hard moving back up. Its so slow and grueling work
> > > now (And I'm soloing it back myself.) With 15m-20m you could easily
> > > be something like Earth mage or Healer and be good enough to either
> > > party, or solo.
> > > 
> > > Tek the snail is slowly moving up the plaque.
> > you made your choice when you wizzed, you made your choice when you
> > dewizzed.
> > 
> > Both with the known consequences of
> > 'help dewizzing'
> Nods I knew the consequences. Just saying atleast with a minimum you
> wouldn't feel like you were starting over and lose interest in
> playing.
How hard is it to code some areas? It's easy to get 100% after
dewizzing if the rules haven't changed...
*/Snoop managed to get 100% of his worth!

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

poster: Tektor
subject: >>>>>>Dewizzing People
date: Wed Dec 13 21:59:49 2000

Well thats because of your own stupidity, and you never did anything
for the mud. So feel free to shut up, and do us all a favor and stop
posting stupid things that any one could care less about.

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

poster: Squee
subject: >>>>>>>Dewizzing People
date: Wed Dec 13 22:00:52 2000

A: Ant, look what monstrosity you created! Curse your eyes!
B: Heh, you'd think that, wouldn't you? I was the Ideabie. Ask Athena.

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

poster: Zifnab
subject: >>>Dewizzed people
date: Wed Dec 13 22:03:49 2000

> > Both with the known consequences of
> > 'help dewizzing'
> Nods I knew the consequences. Just saying atleast with a minimum you
> wouldn't feel like you were starting over and lose interest in
> playing.

That is a decision you need to make prior to wizzing.  personally I
think that once you wiz thats it, you should not be given
your character back.  but in this environment where people spend
so much time building up their character we compromised or we
woudl more than likely not have any wizzes at all.

As a further compromise to that we have given you the ability
to do your first area on another port with no consequences to your
real character.  If you choose you may continue there as snoop has
or you may 'wiz' and then you are subject to following the rules.
for dewizzing.

I don't really see this as an issue, as you are well aware
of the consequences prior to ever worshiping that statue
and becoming a 'builder' then you have to ask again to 
become a full wizard on this port.


--zif (sorry for adding to the posts, i was writing this 
       well before the other 4-5 posts got entered. This is my
     last response.)

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

poster: Pedron
subject: too hot to handle
date: Wed Dec 13 23:46:19 2000

Some kind of spell attack to make a 
weapon or weapons unwieldable for a couple or a 
few rounds.
Target player can rewield on their own, target monster 
might have a wield function in the spell 
effect to make them rewield weapons when the spell effect 
ends.

Disarm ability for fighter tree and monsters seems fine, but 
usually only disrupts a weapon special and maybe a 
weapon skill attack before the weapon is 
rewielded the next instant by the player's trigger or 
1-key command.
I've never disarmed a monster myself so am not sure how that 
works out, but I've had monks disarm me and me 
rewield the same instant and still get off 
the strike I started before the disarm.

Anyway, there's my idea. :)  Might toss it in 
one side or the other of the guildtree for clerics.  Could be considered a 
pacifist action or a curse depending on wether it 
goes in healer or harmer side.

-pedron

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

poster: Sleet
subject: new abjurer spell
date: Thu Dec 14 02:33:43 2000

scream   Full SP!
scream  TOCK!
scream  Shit! Shield Fell
was thinking about this whole tithing thing and i was wondering if
we could give abjurers distant prots like we could have grap all in 
mud and iron will all in mud or diw
itd be chill
sleet


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

poster: Myrddin
subject: >new abjurer spell
date: Thu Dec 14 03:25:57 2000

what about people who already have major prots up? no affect?

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

poster: Sleet
subject: >>new abjurer spell
date: Thu Dec 14 03:40:50 2000

On Thu Dec 14 03:25:57 2000 Myrddin wrote post #498:
> what about people who already have major prots up? no affect?
exactly

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

poster: Zax
subject: >too hot to handle
date: Thu Dec 14 03:46:15 2000

On Wed Dec 13 23:46:19 2000 Pedron wrote post #496:
> Some kind of spell attack to make a 
> weapon or weapons unwieldable for a couple or a 
> few rounds.
> Target player can rewield on their own, target monster 
> might have a wield function in the spell 
> effect to make them rewield weapons when the spell effect 
> ends.
> 
> Disarm ability for fighter tree and monsters seems fine, but 
> usually only disrupts a weapon special and maybe a 
> weapon skill attack before the weapon is 
> rewielded the next instant by the player's trigger or 
> 1-key command.
> I've never disarmed a monster myself so am not sure how that 
> works out, but I've had monks disarm me and me 
> rewield the same instant and still get off 
> the strike I started before the disarm.
> 
> Anyway, there's my idea. :)  Might toss it in 
> one side or the other of the guildtree for clerics.  Could be considered a 
> pacifist action or a curse depending on wether it 
> goes in healer or harmer side.
> 
> -pedron
afaik skills only test when they go off to see if you are wielding
the appropriate weapons. as for mobs, the disarm used to last a
certain period of time before being rewielded.

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

poster: Jordali
subject: >new abjurer spell
date: Thu Dec 14 04:01:51 2000

On Thu Dec 14 02:33:43 2000 Sleet wrote post #497:
> scream   Full SP!
> scream  TOCK!
> scream  Shit! Shield Fell
> was thinking about this whole tithing thing and i was wondering if
> we could give abjurers distant prots like we could have grap all in 
> mud and iron will all in mud or diw
> itd be chill
> sleet
> 
I still really hate those stupid triggers firing in news...it isn't
really hard to prevent that people!  But anyways, clerics have
distant protects already...not as effective as abjurers, but distant
benefit spells is part of the "goody" sider of the cleric tree.


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

poster: Pedron
subject: banks
date: Thu Dec 14 04:22:15 2000

Maybe plug a bank into one major city on each 
island that has a major city?
Can think of turantia and blackavar city atm, maybe other 
islands someday if they have cities to match.

-pedron

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

poster: Wildchild
subject: >banks
date: Thu Dec 14 05:37:20 2000

On Thu Dec 14 04:22:15 2000 Pedron wrote post #502:
> Maybe plug a bank into one major city on each 
> island that has a major city?
> Can think of turantia and blackavar city atm, maybe other 
> islands someday if they have cities to match.
> 
> -pedron

This has been suggested in the past, and the typical answer is "you
lazy little @#$^" :)
Doesn't take long to get anywhere, no matter where you're at on this mud.

-WildChild

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

poster: Zax
subject: >>banks
date: Thu Dec 14 13:33:08 2000

On Thu Dec 14 05:37:20 2000 Wildchild wrote post #503:
> On Thu Dec 14 04:22:15 2000 Pedron wrote post #502:
> > Maybe plug a bank into one major city on each 
> > island that has a major city?
> > Can think of turantia and blackavar city atm, maybe other 
> > islands someday if they have cities to match.
> > 
> > -pedron
> 
> This has been suggested in the past, and the typical answer is "you
> lazy little @#$^" :)
> Doesn't take long to get anywhere, no matter where you're at on this mud.
> 
> -WildChild

also, how much gold you have on you doesn't affect anything last
time i checked, so there isn't any real NEED to be able to go to the
bank anytime/anywhere.

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

poster: Pedron
subject: >>>banks
date: Thu Dec 14 16:33:38 2000

On Thu Dec 14 13:33:08 2000 Zax wrote post #504:
> On Thu Dec 14 05:37:20 2000 Wildchild wrote post #503:
> > On Thu Dec 14 04:22:15 2000 Pedron wrote post #502:
> > > Maybe plug a bank into one major city on each 
> > > island that has a major city?
> > > Can think of turantia and blackavar city atm, maybe other 
> > > islands someday if they have cities to match.
> > > 
> > > -pedron
> > 
> > This has been suggested in the past, and the typical answer is "you
> > lazy little @#$^" :)
> > Doesn't take long to get anywhere, no matter where you're at on this mud.
> > 
> > -WildChild
> 
> also, how much gold you have on you doesn't affect anything last
> time i checked, so there isn't any real NEED to be able to go to the
> bank anytime/anywhere.
Nah sometimes I just do something stupid like deposit all the gold I
made on a run, then go to blackavar to 
train skills and realize I just deposited all my gold. :)
Then I beat up some more guards and junk 
for training skills cause ferries suck and lodestones 
are less common. *grin*

-pedron

ps>ferries don't really suck, they're a nice touch, just sometimes 
players want their own personal speedboats on call to move 
fast for events or sheer laziness. :P

pps>Shorty got 4k from me while I was waiting on a ferry back 
from blackavar iirc.  bank would've stopped _that_

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

poster: Tigran
subject: >>>>banks
date: Thu Dec 14 17:01:33 2000

> pps>Shorty got 4k from me while I was waiting on a ferry back 
> from blackavar iirc.  bank would've stopped _that_

Oh WHAAAAA!!!  4k takes what...10 minutes to make (or less if you
know where to look)
Sorry, no sympathy here for something as piddling as 4k.


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

poster: Squee
subject: >>>>>bank
date: Thu Dec 14 17:05:13 2000

that's not the point you dink. The point is that if you do a whole
gold run, and want to stay efficient, then you should be able to
stick to one island and continue, thus allowing the Player Economy
and Experience Ratios increase from better EQ to kill with
...
What did I just type?

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

poster: Pedron
subject: >>>>>banks
date: Thu Dec 14 17:05:44 2000

On Thu Dec 14 17:01:33 2000 Tigran wrote post #506:
> > pps>Shorty got 4k from me while I was waiting on a ferry back 
> > from blackavar iirc.  bank would've stopped _that_
> 
> Oh WHAAAAA!!!  4k takes what...10 minutes to make (or less if you
> know where to look)
> Sorry, no sympathy here for something as piddling as 4k.
> 
4k takes me 30 seconds to make if the monster is standing right there, 
on average is 2 minutes to make for running around. :)
Not asking for sympathy, but more conveniences. *grin*
Someday our computers will have sufficient ai to go everywhere 
and do everything for us, but for now you all can make it 
so we don't have to go everywhere to do everything. :)

I want a stock market and credit cards too while ur at it, 
so our money can just earn and spend itself without 
any effort on our part. :)

-pedron.

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

poster: Energystar
subject: >>>banks
date: Thu Dec 14 19:28:01 2000

On Thu Dec 14 13:33:08 2000 Zax wrote post #504:
> On Thu Dec 14 05:37:20 2000 Wildchild wrote post #503:
> > On Thu Dec 14 04:22:15 2000 Pedron wrote post #502:
> > > Maybe plug a bank into one major city on each 
> > > island that has a major city?
> > > Can think of turantia and blackavar city atm, maybe other 
> > > islands someday if they have cities to match.
> > > 
> > > -pedron
> > 
> > This has been suggested in the past, and the typical answer is "you
> > lazy little @#$^" :)
> > Doesn't take long to get anywhere, no matter where you're at on this mud.
> > 
> > -WildChild
> 
> also, how much gold you have on you doesn't affect anything last
> time i checked, so there isn't any real NEED to be able to go to the
> bank anytime/anywhere.
 Sure it does, you've got thieves, and Shorty.  The more gold you
have on hand, the more they can still from you in one whack.

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

poster: Squee
subject: Veldren
date: Fri Dec 15 00:24:44 2000

How about Enlarge and Dislarge? It sure fits his character.

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

poster: Kazulanth
subject: >Veldren
date: Fri Dec 15 01:57:36 2000

On Fri Dec 15 00:24:44 2000 Squee wrote post #510:
> How about Enlarge and Dislarge? It sure fits his character.

Dislarge? God help us all.

The word is shrink.

--kaz

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

poster: Squee
subject: >>Veldren
date: Fri Dec 15 01:58:48 2000

I haven't been to school for the past 3 days, my brain is about as
sharp as a Basketball.

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

poster: Sleet
subject: >>>banks
date: Fri Dec 15 03:28:10 2000

On Thu Dec 14 13:33:08 2000 Zax wrote post #504:
> On Thu Dec 14 05:37:20 2000 Wildchild wrote post #503:
> > On Thu Dec 14 04:22:15 2000 Pedron wrote post #502:
> > > Maybe plug a bank into one major city on each 
> > > island that has a major city?
> > > Can think of turantia and blackavar city atm, maybe other 
> > > islands someday if they have cities to match.
> > > 
> > > -pedron
> > 
> > This has been suggested in the past, and the typical answer is "you
> > lazy little @#$^" :)
> > Doesn't take long to get anywhere, no matter where you're at on this mud.
> > 
> > -WildChild
> 
> also, how much gold you have on you doesn't affect anything last
> time i checked, so there isn't any real NEED to be able to go to the
> bank anytime/anywhere.
sleet
cant buy things when you have not enough gold on you, cant train and
it would be nice to deposit when shorty rolls around
sleet

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

poster: Energystar
subject: Bank
date: Fri Dec 15 07:21:04 2000

 Would be nice if deposits to clan account were added to your
recrods from the teller in the bank.

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

poster: Kazulanth
subject: christmas cards
date: Fri Dec 15 23:29:21 2000

it would be neat to be able to send cards like we send flowers.

--kazu

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

poster: Tranquil
subject: Mail/delete issue
date: Sat Dec 16 13:16:56 2000

I dont know if anyone else has this problem, but every now and then
I check my mail and then I'll attempt to do an emote or a command.
Sometimes I do it with a !, and other times I'll do it by q'ing out
of the mailer. My problem is sometimes the q doesnt work and
occasionally I will end up deleting a mail that I want to keep. I'd
just like there to be either a confirmation message (ie: 'Are you
sure? (y/n)') or for 'd' to not accept any args, like for example I
typed the q today and used the damnit emote. All the mailer saw was
the 'd' for some reason, and I lost a mail.
Anyway, thats my idea.

- Tranquil, the guy with alot of lost mails.


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

poster: Tranquil
subject: >>Greater size wish
date: Sat Dec 16 13:25:04 2000

On Thu Nov 30 17:24:19 2000 Quillz wrote post #419:
> On Thu Nov 30 16:52:03 2000 Tranquil wrote post #418:
> > The greater size wish seems to be almost useless now, since weapon
> > wielding is now based on wc instead of race attributes. Maybe you
> > could add str/con/sta bonuses to the wish, improving over time as
> > you grow, or possibly add +1 to each of those stats for each
> > adventurer level taken since taking the wish. Otherwise, possibly it
> > should be removed, as it doesn't have any real use that I can see at
> > the moment, except a little extra height thrown upon the players
> > racial average.
> > 
> > - Tranquil
> > 
> wielding also depends on your size. as a minotaur with 350 strength
> (not fully grown) i could -not- wield my red handleds. 
> i had to get close to 400 str to wield them.  would have been much
> easier for me to take greater size than waste 3 wishes on stats
> alone to wield my weapons. greater size is fine as it is.
> Q
Did you get to wield them with a greater size wish? As a grorrark
(newbie, yes, but I do have some decent +str eq) I couldnt wield
either a dbb or a kindle at all without eq, and just barely with eq.
Fully grown.
For people of your worth and above this may work fine Quillz, but
what about for the rest of the mud? If it is fine how it is, then so
be it. But if it is then it is just another downtune for anyone that
isn't over a particular worth, and not all of us have the time,
inclination, or total lack of a real life to get up there within 6
months to a year. Hell, I've done it pretty fast for the amount of
time I play and it still took me 6 months to reach 50m.

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

poster: Tranquil
subject: >Midbie Eq
date: Sat Dec 16 14:02:53 2000

On Sat Dec  9 05:12:56 2000 Tektor wrote post #477:
> Umm Pedron really if your under 250-300m your a lowbie. So that may
> be why your not going anywhere. under 50m doesn't really stand a
> chance against true midbie sized monsters.
> *Thinks too many people put lowbie and newbie in the same category.*
Just a quick note, since everyone seems to be bitching about 'ohhhh,
midbie eq is soooooo hard I think I might just faint and dear sweet
jesus I think I might have to do gold instead! oohhhh'. IMHO we need
to get an idea of exactly what worth a midbie is.
Some people seem to think 50m is midbie, as Tektor has pointed out.
That may have been true two years or more ago, but yes, its sad to
say but times do change and any dynamic game needs to be dynamic,
and lets face it: a mud is about as static as sydney weather.
Before we can look at 'Is midbie eq too hard?', first we have to
define midbie, and until we do, every whine suggestion or post on
the matter is moot.
For myself at least, I would say midbie starts at 250m or higher.
For those of you who are 200m and consider yourselves midbie, you
are free to do so and my opinions are just that, but if xp is
anything like it has been for me the last week, then the 3-4 months
it would take me to reach midbie from 50m would about equal the 6
months it took me to reach 50m from making this character.
When, and -only- when we have some general idea what a midbie is,
and where midbie becomes highbie, only then can we look at the
problems that may or may not exist. But personally I dont think a
couple of 50m players of assorted guilds should be able to go and
mow down monsies like trex, kraag, and monsies with similar amounts
of comparable eq.

- Tranquil, the guy who is sick of noobies whining about being weak.


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

poster: Tranquil
subject: >>>banks
date: Sat Dec 16 14:12:39 2000

What would be the point of having the casino on the ferry back to
the bank, if there was no ferry back to the bank?


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

poster: Zifnab
subject: >Mail/delete issue
date: Sat Dec 16 16:29:34 2000

On Sat Dec 16 13:16:56 2000 Tranquil wrote post #517:
> I dont know if anyone else has this problem, but every now and then
> I check my mail and then I'll attempt to do an emote or a command.
> Sometimes I do it with a !, and other times I'll do it by q'ing out
> of the mailer. My problem is sometimes the q doesnt work and
> occasionally I will end up deleting a mail that I want to keep. I'd
> just like there to be either a confirmation message (ie: 'Are you
> sure? (y/n)') or for 'd' to not accept any args, like for example I
> typed the q today and used the damnit emote. All the mailer saw was
> the 'd' for some reason, and I lost a mail.
> Anyway, thats my idea.
> 
> - Tranquil, the guy with alot of lost mails.
> 
My first response is the mud is not responsible for keeping
that mail safe for you.  if its that important spool it 
off to a file/log and keep it locally.

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

poster: Jaws
subject: santa stuff
date: Sat Dec 16 18:52:46 2000

lets try this again

Make Santa stuff have a message when ID cast at it

revealing it is Santa gift

Jaws

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

poster: Pedron
subject: >>Midbie Eq
date: Sat Dec 16 20:36:45 2000

I can't tank any of my own fighter eq upgrades, but 
I realized I could tank some caster junk and assemble 
a fair set of caster eq from my sparse eq runs. :)
Usually the meager stuff I can tank is enough to upgrade 
the equipment of at least a few of the casters in the eq party if none 
of the high worth folks that pack the most punch.

-pedron is content with his cool weapons that cause arguments 
for level limits on high-power equipment. :)

ps>wherever it would be posted, I'll just volunteer 
my tanking serices in a general way.  I think frith and fergus and 
the like are about as high as I can go, quark and some others 
with popular caster bits are doable too. :)

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

poster: Pedron
subject: >santa stuff
date: Sat Dec 16 20:38:56 2000

On Sat Dec 16 18:52:46 2000 Jaws wrote post #523:
> lets try this again
> 
> Make Santa stuff have a message when ID cast at it
> 
> revealing it is Santa gift
> 
> Jaws
A tag in the long description might be better so the general 
public can see it for what it is if no id folks around.
Potential for fraud is impressive otherwise. :)

-pedron

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

poster: Arkangyle
subject: explore
date: Sun Dec 17 23:37:31 2000

  I'm not sure if this was ever brought up before, but I think we
should award a small sum (100 exp?) for each new room explored to
encourage newbies to learn the mud.

-Arkangyle

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

poster: Zifnab
subject: >santa stuff
date: Mon Dec 18 07:10:23 2000

On Sat Dec 16 18:52:46 2000 Jaws wrote post #523:
> lets try this again
> 
> Make Santa stuff have a message when ID cast at it
> 
> revealing it is Santa gift
> 
> Jaws
I compromised...  I dont want to start defining all kinds of
special cases for things, I also dont want to go edit all that
santa stuff and put that in the file for them. 

So the compromise is hat identidy will show whether or not an item
is chestable.

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

poster: Ashtoreth
subject: sales store
date: Mon Dec 18 08:28:03 2000

This may be hard to code, but how about a store where people can
leave an item, a minimum bid, and a window of time for sale.  People
can come in and browse and bid for what they want. Then when the
time runs out, highest bidder gets item.  Could something like this
work?

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

poster: Squee
subject: >sales store
date: Mon Dec 18 08:28:36 2000

Belated Ebay

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

poster: Elendor
subject: Midbie
date: Mon Dec 18 17:34:55 2000

Surely a midbie is someone in the middle of the XP chart, looking at it
tis means that a midbie is generally someone of about 70-100 mil or so
the top 50 starts at 400mil so surely this should be when you are 
considered a Higbie with the top 15 or so just being mega highbies

I mean come on its not that hard to figure out, all you have to look at
is the plaque to get a good idea



Elendor the lunatic lava mage

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

poster: Sleet
subject: Bank idea
date: Wed Dec 20 06:57:23 2000

i got it, no bank will be on hyboria so we can still use casino

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

poster: Pedron
subject: eje's check tax
date: Fri Dec 22 05:02:43 2000

Would be nice for him to give the exp breakdown a healer's 
estimate worth would in addition to the tax.
Exps spent on levels, skills, stats, whatever else 
the healer ew has in it.  Just figure his info costing 
10k should at least be a match for the info 
healers' free ews give.

Thanks,
pedron

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

poster: Gerhalt
subject: >eje's check tax
date: Fri Dec 22 15:34:47 2000

hmm, i thought tithing for ew's was a normal practice, not 10k..but
a small tithe of 1k isn't too much for an ew...specially when the
healers tend to fall on there face ;p

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

poster: Arkangyle
subject: consider
date: Sun Dec 24 23:21:34 2000

  Could we get some more precise ranges from the consider command. 
For me right now, anything between around 150-900k falls into "a lot
more powerful" and stuff over that is "WAY more powerful" ... it's
very hard to get ANY idea of the power level like that.

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

poster: Wagro
subject: keep command
date: Tue Dec 26 05:03:03 2000

would be nice if you could choose to use the keep command to unkeep
multiple items at once like 'unkeep swords' (plural) , just like you
can 'sell swords' (plural) that way you dont have to do the unkeep
sword,sell sword, unkeep sword etc

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

poster: Kazulanth
subject: start loc commands for castles
date: Tue Dec 26 21:33:06 2000

It would be really useful to be able to tell who has their start
location set in any particular room, maybe put it in castle list
format too. Also, to be able to forcibly remove someone's start
location from a particular room.

--kaz

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

poster: Khosan
subject: >start loc commands for castles
date: Tue Dec 26 21:39:06 2000

On Tue Dec 26 21:33:06 2000 Kazulanth wrote post #536:
> It would be really useful to be able to tell who has their start
> location set in any particular room, maybe put it in castle list
> format too. Also, to be able to forcibly remove someone's start
> location from a particular room.
> 
> --kaz

Currently not possible since that data is stored with the player data.
The mud would have to scan all player files to determine who has a
start loc in your room.

Khosan

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

poster: Zifnab
subject: >start loc commands for castles
date: Tue Dec 26 21:39:09 2000

On Tue Dec 26 21:33:06 2000 Kazulanth wrote post #536:
> It would be really useful to be able to tell who has their start
> location set in any particular room, maybe put it in castle list
> format too. Also, to be able to forcibly remove someone's start
> location from a particular room.
> 
> --kaz
We can easily do that from the host.  not so easily from the mud
without lagging the hell out of themud.

Easier way might be to allow the castle owner to set a list of 
who can set their start location in the castle, and when the person
tries to set their start location we check that.


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

poster: Sleet
subject: New Race
date: Tue Dec 26 21:41:31 2000

We need a race just like snakeman but with one change, instead of
exllant int and average wisdom, we need one with average int and
excellant wisdom
we really dont have too many racves with excellant wisdom at the
moment and most of the caster guilds in the mud use wisdom
i know doing this too this copycat snakeman race would probaly cut
there amount of sp max but there spr would more then make up for it
maybe we could name it the salamanderman and give um resistance to
fire instead of poison too and make um vulnerable to phys damage
like snakeman is
thanks
Sleet

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

poster: Trigon
subject: Guildinfo
date: Wed Dec 27 01:20:56 2000

Is there some sort of a way to have guildinfo blah report everything
in the the guild, not just the useable stuff?  Thanks
Trigon the hand-reinc calculator

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

poster: Pedron
subject: >>eje's check tax
date: Wed Dec 27 02:52:56 2000

On Fri Dec 22 15:34:47 2000 Gerhalt wrote post #533:
> hmm, i thought tithing for ew's was a normal practice, not 10k..but
> a small tithe of 1k isn't too much for an ew...specially when the
> healers tend to fall on there face ;p
there was a healer shortage at the time so I 
payed eje the gold.  The gold wasn't really a 
bother to pay, just would be nice if eje gave all the 
ew info instead of the tax bit alone.

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

poster: Silver
subject: Party Consider
date: Wed Dec 27 02:59:38 2000

I don't know if this has been brought up before, as it seems pretty
obvious, but it would be nice to be able to consider how well the
party that u r in will fare against monsters.
Silver, who wants to have the Marvin's children for giving us a free reinc :)

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

poster: Jaws
subject: reinc/tp's
date: Wed Dec 27 04:18:13 2000

How about the few times we offer free reinc's that are not forced,
have the ability to cash in the free reinc instead of using it for like 5 TP's


Also how bout maybe for a persons RL B-Day a Free Reinc


Just a thought

Jaws

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

poster: Zifnab
subject: >Guildinfo
date: Wed Dec 27 05:10:39 2000

On Wed Dec 27 01:20:56 2000 Trigon wrote post #540:
> Is there some sort of a way to have guildinfo blah report everything
> in the the guild, not just the useable stuff?  Thanks
> Trigon the hand-reinc calculator
I am not understanding.  It reports all the spells/skills
that have been used/cast in that guild.  Its purpose was not
to show all spells/skills if that is what you are referring too.

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

poster: Rydia
subject: evoker
date: Wed Dec 27 23:46:03 2000

i know this is pretty greedy of me, but it seems like it would be
nice to be able to put only part of your total sps in your amulet..
like if i fill the amulet at 2800 sps, it uses all of them and fills
completely.. if i do it at 1400 sps, it does the same.. maybe if the
amulet would hold like a limit? like 2000 sps, then if you put in
more than that limit, you keep what was extra. no biggie and i have
no idea how hard that would be to code, so im not like demanding it
or anything, just throwing the idea out there:)
-rydia

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

poster: Pedron
subject: telekinesis?
date: Wed Dec 27 23:55:57 2000

Jut thought a cool psychic spell might be something 
like telekinesis.  Could use the ability to pull 
levers and manipulate objects within a room.
Actions like 'get' and 'kill' would be denied of course, 
but would be neat to yank on levers and 
stuff in the next room over to see what deathtraps there 
are without risking the caster. :)
The telekinesis would work with the actions and 
objects already present and coded into the room.

-pedron spam

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

poster: Jaws
subject: events
date: Thu Dec 28 02:42:19 2000

had a couple ideas for new events

Fog Cloud

First during it make all ferries deliver u to random ports

Second sprout Undead warriors - 50kish around the docks on RD is;e

about half way thru have the fog envelop RDC - unless u have infra u cant 
see on the streets

the fog in the streets sprout 100kish undead soldiers



The ferry to darkcavern says how dragons used to come to RD isle and
gobble people
so how bout an event for this

have tiamat at cs - then dragons here and there isle vmap - then also a random
kinda like blob - swoop and grab people and drop in cs 


Enchanter
at CS - have him for a few enchant weapons and armour - efffects
last untik boot
lets say like a 10% increase to ac/wc and maybe random chances of
stat +'s


Jaws

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

poster: Sleet
subject: New weapons
date: Thu Dec 28 04:52:35 2000

Pretty sure nonones coded this yet, but i wanan wield a cat
preferbly a dead cat
but ill settle for a live one
thanks
sleet

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

poster: Strattos
subject: ingores
date: Thu Dec 28 20:33:40 2000

now if you get ignored you can't conntact that player anymore 
but sometimes you want to know what the reasen is or something
so i thought of this idee
that pll can send 1 last tell to that person to ask what they did
wrong (or fall to their feet to ask for forgivenes ;)

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

poster: Pedron
subject: >ingores
date: Thu Dec 28 20:34:41 2000

On Thu Dec 28 20:33:40 2000 Strattos wrote post #549:
> now if you get ignored you can't conntact that player anymore 
> but sometimes you want to know what the reasen is or something
> so i thought of this idee
> that pll can send 1 last tell to that person to ask what they did
> wrong (or fall to their feet to ask for forgivenes ;)
Is easier to just ignore them back if it bothers you 
too much. ;>

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

poster: Hierokliff
subject: >>ingores
date: Thu Dec 28 20:37:05 2000

On Thu Dec 28 20:34:41 2000 Pedron wrote post #550:
> On Thu Dec 28 20:33:40 2000 Strattos wrote post #549:
> > now if you get ignored you can't conntact that player anymore 
> > but sometimes you want to know what the reasen is or something
> > so i thought of this idee
> > that pll can send 1 last tell to that person to ask what they did
> > wrong (or fall to their feet to ask for forgivenes ;)
> Is easier to just ignore them back if it bothers you 
> too much. ;>
Would rock if we could put up a reason in the ignore command, so it
says why we ignored you...
//Hierokliff bloodsbane

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

poster: Zifnab
subject: >>>ingores
date: Thu Dec 28 20:42:37 2000

On Thu Dec 28 20:37:05 2000 Hierokliff wrote post #551:
> On Thu Dec 28 20:34:41 2000 Pedron wrote post #550:
> > On Thu Dec 28 20:33:40 2000 Strattos wrote post #549:
> > > now if you get ignored you can't conntact that player anymore 
> > > but sometimes you want to know what the reasen is or something
> > > so i thought of this idee
> > > that pll can send 1 last tell to that person to ask what they did
> > > wrong (or fall to their feet to ask for forgivenes ;)
> > Is easier to just ignore them back if it bothers you 
> > too much. ;>
> Would rock if we could put up a reason in the ignore command, so it
> says why we ignored you...
> //Hierokliff bloodsbane
that isnt exactly an 'easy' change, although doable.  We have to
store that reason for every person you ignore.


The only reason i have against that is some of the reasons would
be because you are a *^*#*(^%*( idiot etc.

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

poster: Strattos
subject: >>>>ingores
date: Thu Dec 28 20:45:09 2000

just heard from roach that you can stil mudmail the person so no
need for it anymore (but teh idee from Hierokliff is also a good
idee)

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

poster: Wildchild
subject: >>>>>ingores
date: Thu Dec 28 20:46:09 2000

On Thu Dec 28 20:45:09 2000 Strattos wrote post #553:
> just heard from roach that you can stil mudmail the person so no
> need for it anymore (but teh idee from Hierokliff is also a good
> idee)

Considering the fact that they are ignoring you to begin with,
mudmailing them is generally considered a form of harassment, I
believe.

Get over it already.

-WildChild

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

poster: Nyx
subject: >ingores
date: Fri Dec 29 02:53:55 2000

On Thu Dec 28 20:33:40 2000 Strattos wrote post #549:
> now if you get ignored you can't conntact that player anymore 
> but sometimes you want to know what the reasen is or something
> so i thought of this idee
> that pll can send 1 last tell to that person to ask what they did
> wrong (or fall to their feet to ask for forgivenes ;)
I disagree completely. If I put someone on ignore, one last tell
would just push it over the line and piss me off. 

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

poster: Jaguar
subject: spell in warrior guild
date: Fri Dec 29 04:17:17 2000

hi, i'd really like to see see some sort of spell on the warrior
guild path. It would be nice to see, for us races that aren't all
muscle and no brains, it would be good. Even if its just a crappy
spell like darkness or something...I know some ppl will say oh if u
wanted spells u should have gone mage, but thats not a point,
charatcers that have sps should be able to do something with them,
warrior is the only guild which uses 2 stats, hps and eps.
I know it might not be a popular idea, just thought i'd mention it :)
oh, btw, my first post

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

poster: Tektor
subject: Explore Tps
date: Fri Dec 29 04:18:07 2000

Maybe the prize of tps for explored could be upped a lil like the
first 2k rooms gives 20, the seond gives 25-30, the third gives
35-40 and the fourth giveds 45-50. That way byt the fourth you could
have enough for another lesser wish since most people can't do
anythign with their 4 set of explored rooms unless they sent in or
had previous from trivia long ago.

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

poster: Pedron
subject: >spell in warrior guild
date: Fri Dec 29 04:20:48 2000

On Fri Dec 29 04:17:17 2000 Jaguar wrote post #556:
> hi, i'd really like to see see some sort of spell on the warrior
> guild path. It would be nice to see, for us races that aren't all
> muscle and no brains, it would be good. Even if its just a crappy
> spell like darkness or something...I know some ppl will say oh if u
> wanted spells u should have gone mage, but thats not a point,
> charatcers that have sps should be able to do something with them,
> warrior is the only guild which uses 2 stats, hps and eps.
> I know it might not be a popular idea, just thought i'd mention it :)
> oh, btw, my first post
With a little wealth and luck you can buy a magic spellbook 
that lets you cast stuff.
I used to be a human warrior and ask for the same things, but people told 
me to just reinc to an all muscle no brain race to maximize my power.

Spellbooks are rare and expensive so don't try asking for them 
on sales unless you have piles of gold to spend. ;>

-pedron

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

poster: Quillz
subject: tell last
date: Fri Dec 29 07:03:25 2000

would be nice if tell last would display the recent tells -you- sent out...
seeing as last tell shows the last tells to you...as of now tell
last does the same thing.
yes i do scroll up to find out but it's hard to do if yer in combat
and you dont even know what you missed
Q

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

poster: Zifnab
subject: >tell last
date: Fri Dec 29 13:56:05 2000

On Fri Dec 29 07:03:25 2000 Quillz wrote post #559:
> would be nice if tell last would display the recent tells -you- sent out...
> seeing as last tell shows the last tells to you...as of now tell
> last does the same thing.
> yes i do scroll up to find out but it's hard to do if yer in combat
> and you dont even know what you missed
> Q
shouldnt you know what you are typing?

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

poster: Quillz
subject: >>tell last
date: Fri Dec 29 19:23:45 2000

On Fri Dec 29 13:56:05 2000 Zifnab wrote post #560:
> On Fri Dec 29 07:03:25 2000 Quillz wrote post #559:
> > would be nice if tell last would display the recent tells -you- sent
out...
> > seeing as last tell shows the last tells to you...as of now tell
> > last does the same thing.
> > yes i do scroll up to find out but it's hard to do if yer in combat
> > and you dont even know what you missed
> > Q
> shouldnt you know what you are typing?
yeah but reply is evil.  
and it's hard to keep track of who yer talking to in combat. 
speciall when yer talking to 2 or more. 
Q

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

poster: Jaguar
subject: >spell in warrior guild
date: Fri Dec 29 19:51:51 2000

On Fri Dec 29 04:17:17 2000 Jaguar wrote post #556:
> hi, i'd really like to see see some sort of spell on the warrior
> guild path. It would be nice to see, for us races that aren't all
> muscle and no brains, it would be good. Even if its just a crappy
> spell like darkness or something...I know some ppl will say oh if u
> wanted spells u should have gone mage, but thats not a point,
> charatcers that have sps should be able to do something with them,
> warrior is the only guild which uses 2 stats, hps and eps.
> I know it might not be a popular idea, just thought i'd mention it :)
> oh, btw, my first post
ok, i got an idea what could happen..we could have a rangers guild
on the warrior path, its a pretty mystical career. There wouldn't be
major spells, just simple protection spells or healing or something.
Theres lots of skills there could be in here too, we could steal
firebuilding from other guilds, oh and have an animal too like the
animal tamers. Maybe theres already a guild like this, I dunno.


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

poster: Rizzly
subject: Frosty Fun Event
date: Fri Dec 29 22:14:47 2000

Can a limit be put on how many snowballs can be gotten from Frosty
be any given person?  I'm not sure if this has already been done,
but if not, it would be nice

Rizzly

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

poster: Jaws
subject: Events
date: Fri Dec 29 23:03:14 2000

some more event ideas

Volcano eruption
Ash object in strees - all of RD isle be dark - raining ash etc
Random lava bombs land in RDC - peeps in room at landing take dmg
after ladgine it acts like campfire


Stellar Conjunction
Doubles spregen of everyone
Increases spell effects (kinda like moon does now)


Trainer

In cs for a fee -say 50% normal gold expense to train
raises skills until boot


Thunderstorm
All of RD isle covered in clouds
Random lightning - Loose some HO, gain some EP and SP



Earthquake

occasinal tremmors, when they hit - random chance to instigate wimpy in people
kind alike the rww scare spell


Buffalo Herd
Bunch of 25-100 k buffalo in RDC and RD isle - have em set to give good
gold when decapitaed or skinned

Maybe an award to the most prodigious hunter


Jaws

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

poster: Jaws
subject: Guild
date: Fri Dec 29 23:05:24 2000

Im sure this has been broached before but here is an idea

Have a paladin Bravo on the warrior tree

have it mutually exclude the other bravos
give it like cur elight, casting, mag econo

then an Omicron
Holy Warrior
say have Aura of force, determine effect, and a small dmg spell
say equiv to a gamma lvl evoker 


and of course throw some skills in there

Just a thought

Jaws

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

poster: Wildchild
subject: >>tell last
date: Sat Dec 30 01:44:43 2000

On Fri Dec 29 13:56:05 2000 Zifnab wrote post #560:
> On Fri Dec 29 07:03:25 2000 Quillz wrote post #559:
> > would be nice if tell last would display the recent tells -you- sent
out...
> > seeing as last tell shows the last tells to you...as of now tell
> > last does the same thing.
> > yes i do scroll up to find out but it's hard to do if yer in combat
> > and you dont even know what you missed
> > Q
> shouldnt you know what you are typing?

To me, it's more of one of those things where you type something to
somebody and they literally reply 15 minutes later, and by then
you've maybe forgotten what you originally typed to them. This tends
to happen quite often with the wizzes around here :)

-WildChild

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

poster: Fox
subject: Spell for Mist mage
date: Sat Dec 30 02:21:19 2000

Since mist mages cant hold anything while in mist form, could make a
spell to drop the mist form?

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

poster: Strattos
subject: quests
date: Sat Dec 30 17:06:04 2000

whould it be posible to put a indicator of how hard it is next to
the difrent quest's
becouse now there is almost no indicatsion of what quests are hard
and what quests are ment for newbie's midbie
s etc..

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

poster: Jaws
subject: Event
date: Sat Dec 30 20:23:59 2000

Eq Lottery

Have people donate sacable eq to enter
then based upon sac values
TI
award a random peice of good eq - possibly stuff not otherwise available

Jaws

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

poster: Tahnval
subject: Fig skill idea
date: Sun Dec 31 04:06:15 2000

I think it would be reasonable for there to be a fighter-tree
skill to gain a rough estimate of the usefulness of a weapon, or perhaps
a comparison between two weapons, e.g. "You practice with the
weapons.....you decide that the
sword of  is slightly better than the axe of .

Same for armour, perhaps.  At lower levels, any magic would not be taken
into account because magic is not a fighter's speciality.  At higher
levels, perhaps
a more accurate comparison and maybe something on magic.  A similar
skill in the mage tree for the degree of magic in an item, e.g. "You
examine theweapons....
you determine that the axe of  is more strongly enchanted than the
sword of 
It seems to me that, at least, a fig should be able to compare weapons because
weapons are their speciality (except for martial artists).


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

poster: Atrus
subject: Ep
date: Sun Dec 31 06:01:02 2000

Mabye make the messages for full ep, and when you put on eq that
give you more ep changed for trigger purposes. Right now at least 2
differnt things use the line "You feel refreshed". It would be nice
to have seprate triggers for full ep, and all that.
-=Atrus=-

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

poster: Sleet
subject: >Guild
date: Sun Dec 31 20:51:01 2000

On Fri Dec 29 23:05:24 2000 Jaws wrote post #565:
> Im sure this has been broached before but here is an idea
> 
> Have a paladin Bravo on the warrior tree
> 
> have it mutually exclude the other bravos
> give it like cur elight, casting, mag econo
> 
> then an Omicron
> Holy Warrior
> say have Aura of force, determine effect, and a small dmg spell
> say equiv to a gamma lvl evoker 
> 
> 
> and of course throw some skills in there
> 
> Just a thought
> 
> Jaws
sleet
That holy warrior guild sounds awfully alot like abjurer

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

poster: Wagro
subject: quit
date: Tue Jan  2 00:49:38 2001

now that you can get stuck in nosummon rooms forever, would be nice
to have a command to automatically kill yourself so at least you
could get a revive and not be stuck.

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

poster: Pedron
subject: >quit
date: Tue Jan  2 00:52:30 2001

On Tue Jan  2 00:49:38 2001 Wagro wrote post #573:
> now that you can get stuck in nosummon rooms forever, would be nice
> to have a command to automatically kill yourself so at least you
> could get a revive and not be stuck.
Attack the guards in the castle ur raiding.  reg pk if you plan to 
raid and be fairgame for the highbies tohugh. :)
I think it would be funny if avatars withheld revs from 
folks killed by castle guards.
I think it would be funnier still for the guards to take some 
eq or gold from the raider if they have any. :)

-pedron spam

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

poster: Wagro
subject: >>quit
date: Tue Jan  2 00:53:12 2001

who said its for raiding? iirc there are several monsters that
banish you to nosummon rooms and now your stuck.

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

poster: Pedron
subject: >>>quit
date: Tue Jan  2 00:53:57 2001

On Tue Jan  2 00:53:12 2001 Wagro wrote post #575:
> who said its for raiding? iirc there are several monsters that
> banish you to nosummon rooms and now your stuck.
wizards can tweak those as needed. ;>

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

poster: Wagro
subject: >>quit
date: Tue Jan  2 01:06:44 2001

i heard armegeddon could not get you out of nosummon rooms? maybe
this is wrong though.

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

poster: Kazulanth
subject: q&a newsgroup
date: Tue Jan  2 03:12:08 2001

It would be helpful to have a newsgroup where people can post
questions to the wizzes and have them answered, but only questions
that only wizzes would really know, not stuff like how do I get to
cs or where's the bathroom.

--kaz

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

poster: Tektor
subject: Castles/Strongholds
date: Tue Jan  2 03:13:29 2001

When Strongholds come out, Maybe come out with a new castle system
since most people in clans will eventualy move into strongholds.
Have newbie afforable homes with 2-4 rooms. When you buy the first
room it comes with a door and a key, and a chest. (A package deal of
like 400k) (Of course you could always get rid of the door.)

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

poster: Apathy
subject: >quit
date: Tue Jan  2 05:30:44 2001

On Tue Jan  2 00:49:38 2001 Wagro wrote post #573:
> now that you can get stuck in nosummon rooms forever, would be nice
> to have a command to automatically kill yourself so at least you
> could get a revive and not be stuck.

Or simply make the quit thing not work with nosummon rooms...send
the person to adv again. If the coder doesn't want people relocating
to the room, chances are the coder isn't going to like people
starting there either.

-Apathy

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

poster: Coal
subject: Floating disc
date: Tue Jan  2 08:17:55 2001

I know this has been suggested many times before, and i figured that
it shouldn't die.  But it would be nice if we were able to use the
comand "put all on disc".  Currently we are able to get all from
disc, but have to put items on one at a time.  For us mist mages who
can't use eq in mist form it would be nice not to have to type all
the eq names we want to put on the disc.  Anyway just a thought.
-Coal who likes to use his eq to regen with between killing sessions.

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

poster: Arkangyle
subject: Tarantia food store
date: Tue Jan  2 20:34:52 2001

  Could the food store in Tarantia be given a higher # of base food
supplies, possibly with more variety also.  As a gargoyle buying out
the store (10 muttons) I can barely support my health for but a few
minutes.

- Arkangyle

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

poster: Arkangyle
subject: mist lore
date: Tue Jan  2 21:32:39 2001

  Could a significant increase to being able to use skills/spells
through yellow/blue mists be given based on your training of mist
lore.  I think it'd be appropriate and allow these two rarely cast
spells to be of more use to certain situations.

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

poster: Lasher
subject: New lodestone type.
date: Wed Jan  3 04:09:24 2001


Perhaps not good right now, but once the special rooms are 
flagged as necessary a good new lodestone type might be 'Return to
quit position'.

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

poster: Eponine
subject: marriage benefits
date: Thu Jan  4 18:34:05 2001

Perhaps allow for joint bank accounts for married couples. As I see
it, there is no real advantage for a couple to get married here
except to show to the mud their devotion to each other. Perhaps we
could add this as an added bonus!

Just a Thought,
Eponine

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

poster: Zifnab
subject: >marriage benefits
date: Thu Jan  4 18:37:01 2001

On Thu Jan  4 18:34:05 2001 Eponine wrote post #586:
> Perhaps allow for joint bank accounts for married couples. As I see
> it, there is no real advantage for a couple to get married here
> except to show to the mud their devotion to each other. Perhaps we
> could add this as an added bonus!
> 
> Just a Thought,
> Eponine
personally and purely my opinion, unless your role playing, I
see absolutely no use for marriage on a mud.  

We do not have a role-playing environment here, so its pretty 
pointless IMHO and was just added to satisfy a few peopel years ago.


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

poster: Fox
subject: Race Poster
date: Fri Jan  5 00:21:55 2001

Just a thought...
Since there are 4 levels of recommendations...how about make a fifth
level as Best fit..which would suit the guild to its best.
Fox, who thinks that there are too many races to choose from.

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

poster: Apathy
subject: >Race Poster
date: Fri Jan  5 01:09:12 2001

On Fri Jan  5 00:21:55 2001 Fox wrote post #588:
> Just a thought...
> Since there are 4 levels of recommendations...how about make a fifth
> level as Best fit..which would suit the guild to its best.
> Fox, who thinks that there are too many races to choose from.

Correct me if I'm wrong, but isn't that what level 4 is supposed to be?

-Apathy

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

poster: Fox
subject: >>Race Poster
date: Fri Jan  5 01:10:59 2001

On Fri Jan  5 01:09:12 2001 Apathy wrote post #589:
> On Fri Jan  5 00:21:55 2001 Fox wrote post #588:
> > Just a thought...
> > Since there are 4 levels of recommendations...how about make a fifth
> > level as Best fit..which would suit the guild to its best.
> > Fox, who thinks that there are too many races to choose from.
> 
> Correct me if I'm wrong, but isn't that what level 4 is supposed to be?
> 
> -Apathy
It shows mulitple levels for 4...I meant have 1 lvl 5 out of each
race for each of the guilds 

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

poster: Apathy
subject: >>>Race Poster
date: Fri Jan  5 01:12:37 2001

On Fri Jan  5 01:10:59 2001 Fox wrote post #590:
> On Fri Jan  5 01:09:12 2001 Apathy wrote post #589:
> > On Fri Jan  5 00:21:55 2001 Fox wrote post #588:
> > > Just a thought...
> > > Since there are 4 levels of recommendations...how about make a fifth
> > > level as Best fit..which would suit the guild to its best.
> > > Fox, who thinks that there are too many races to choose from.
> > 
> > Correct me if I'm wrong, but isn't that what level 4 is supposed to be?
> > 
> > -Apathy
> It shows mulitple levels for 4...I meant have 1 lvl 5 out of each
> race for each of the guilds 

Okay, you tell the admin just which race is the number-one best fit
for every guild, and maybe they'll put it in for you.

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

poster: Phire
subject: >>>>Race Poster
date: Fri Jan  5 01:32:42 2001

On Fri Jan  5 01:12:37 2001 Apathy wrote post #591:
> On Fri Jan  5 01:10:59 2001 Fox wrote post #590:
> > On Fri Jan  5 01:09:12 2001 Apathy wrote post #589:
> > > On Fri Jan  5 00:21:55 2001 Fox wrote post #588:
> > > > Just a thought...
> > > > Since there are 4 levels of recommendations...how about make a fifth
> > > > level as Best fit..which would suit the guild to its best.
> > > > Fox, who thinks that there are too many races to choose from.
> > > 
> > > Correct me if I'm wrong, but isn't that what level 4 is supposed to be?
> > > 
> > > -Apathy
> > It shows mulitple levels for 4...I meant have 1 lvl 5 out of each
> > race for each of the guilds 
> 
> Okay, you tell the admin just which race is the number-one best fit
> for every guild, and maybe they'll put it in for you.
its even easier. If there was a "best" race for a particular guild, then all 
the other races for that guild are useless and a clue-trap for
newbies. Therefore
at reinc you should pick you guild and have the mud automatically pick the
best race for you so you don't mess it up. On the good side, there will be
no need for a race poster :)

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

poster: Baer
subject: >>>>>Race Poster
date: Fri Jan  5 01:54:19 2001

On Fri Jan  5 01:32:42 2001 Phire wrote post #592:
> On Fri Jan  5 01:12:37 2001 Apathy wrote post #591:
> > On Fri Jan  5 01:10:59 2001 Fox wrote post #590:
> > > On Fri Jan  5 01:09:12 2001 Apathy wrote post #589:
> > > > On Fri Jan  5 00:21:55 2001 Fox wrote post #588:
> > > > > Just a thought...
> > > > > Since there are 4 levels of recommendations...how about make a fifth
> > > > > level as Best fit..which would suit the guild to its best.
> > > > > Fox, who thinks that there are too many races to choose from.
> > > > 
> > > > Correct me if I'm wrong, but isn't that what level 4 is supposed to
be?
> > > > 
> > > > -Apathy
> > > It shows mulitple levels for 4...I meant have 1 lvl 5 out of each
> > > race for each of the guilds 
> > 
> > Okay, you tell the admin just which race is the number-one best fit
> > for every guild, and maybe they'll put it in for you.
> its even easier. If there was a "best" race for a particular guild, then
all 
> the other races for that guild are useless and a clue-trap for
> newbies. Therefore
> at reinc you should pick you guild and have the mud automatically pick the
> best race for you so you don't mess it up. On the good side, there will be
> no need for a race poster :)

I thought perhaps the mud could determine the race/guild combo that
is guaranteed to get you the best solo rate at your worth, then
automatically reinc you into it so you dont have to wander around
trying to deiced what spells and skills to train. The it could look
up your email address and mail you a set of botting trigs.

This would be really cool since we wouldnt have to think for
ourselves at all anymore, and make it fairer for everyone.

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

poster: Fox
subject: >>>>>>Race Poster
date: Fri Jan  5 01:55:52 2001

On Fri Jan  5 01:54:19 2001 Baer wrote post #593:
> On Fri Jan  5 01:32:42 2001 Phire wrote post #592:
> > On Fri Jan  5 01:12:37 2001 Apathy wrote post #591:
> > > On Fri Jan  5 01:10:59 2001 Fox wrote post #590:
> > > > On Fri Jan  5 01:09:12 2001 Apathy wrote post #589:
> > > > > On Fri Jan  5 00:21:55 2001 Fox wrote post #588:
> > > > > > Just a thought...
> > > > > > Since there are 4 levels of recommendations...how about make a
fifth
> > > > > > level as Best fit..which would suit the guild to its best.
> > > > > > Fox, who thinks that there are too many races to choose from.
> > > > > 
> > > > > Correct me if I'm wrong, but isn't that what level 4 is supposed to
> be?
> > > > > 
> > > > > -Apathy
> > > > It shows mulitple levels for 4...I meant have 1 lvl 5 out of each
> > > > race for each of the guilds 
> > > 
> > > Okay, you tell the admin just which race is the number-one best fit
> > > for every guild, and maybe they'll put it in for you.
> > its even easier. If there was a "best" race for a particular guild, then
> all 
> > the other races for that guild are useless and a clue-trap for
> > newbies. Therefore
> > at reinc you should pick you guild and have the mud automatically pick the
> > best race for you so you don't mess it up. On the good side, there will be
> > no need for a race poster :)
> 
> I thought perhaps the mud could determine the race/guild combo that
> is guaranteed to get you the best solo rate at your worth, then
> automatically reinc you into it so you dont have to wander around
> trying to deiced what spells and skills to train. The it could look
> up your email address and mail you a set of botting trigs.
> 
> This would be really cool since we wouldnt have to think for
> ourselves at all anymore, and make it fairer for everyone.
I was a thought...that was all...
You really dont have to be a smart ass about it, Baer.

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

poster: Pedron
subject: >>>>>>>Race Poster
date: Fri Jan  5 04:10:55 2001

Just my 2 cents..  too many variables in people's 
style of playing to name any race/guild combo as clearly the best.
I suspect any race that is superior to any other in a given guild 
in everyway whether you solo or party are newbie 
or highbie, would be a race that gets tuned.

-pedron spam

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

poster: Marvin
subject: >>>>Race Poster
date: Fri Jan  5 04:11:34 2001

On Fri Jan  5 01:12:37 2001 Apathy wrote post #591:
> On Fri Jan  5 01:10:59 2001 Fox wrote post #590:
> > On Fri Jan  5 01:09:12 2001 Apathy wrote post #589:
> > > On Fri Jan  5 00:21:55 2001 Fox wrote post #588:
> > > > Just a thought...
> > > > Since there are 4 levels of recommendations...how about make a fifth
> > > > level as Best fit..which would suit the guild to its best.
> > > > Fox, who thinks that there are too many races to choose from.
> > > 
> > > Correct me if I'm wrong, but isn't that what level 4 is supposed to be?
> > > 
> > > -Apathy
> > It shows mulitple levels for 4...I meant have 1 lvl 5 out of each
> > race for each of the guilds 
> 
> Okay, you tell the admin just which race is the number-one best fit
> for every guild, and maybe they'll put it in for you.

Okay, you tell the admin just which race is the number-one best fit
for every guild, and maybe they'll tune them for you.

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

poster: Quillz
subject: >>>>>>Race Poster
date: Fri Jan  5 06:29:51 2001

On Fri Jan  5 01:54:19 2001 Baer wrote post #593:
> On Fri Jan  5 01:32:42 2001 Phire wrote post #592:
> > On Fri Jan  5 01:12:37 2001 Apathy wrote post #591:
> > > On Fri Jan  5 01:10:59 2001 Fox wrote post #590:
> > > > On Fri Jan  5 01:09:12 2001 Apathy wrote post #589:
> > > > > On Fri Jan  5 00:21:55 2001 Fox wrote post #588:
> > > > > > Just a thought...
> > > > > > Since there are 4 levels of recommendations...how about make a
fifth
> > > > > > level as Best fit..which would suit the guild to its best.
> > > > > > Fox, who thinks that there are too many races to choose from.
> > > > > 
> > > > > Correct me if I'm wrong, but isn't that what level 4 is supposed to
> be?
> > > > > 
> > > > > -Apathy
> > > > It shows mulitple levels for 4...I meant have 1 lvl 5 out of each
> > > > race for each of the guilds 
> > > 
> > > Okay, you tell the admin just which race is the number-one best fit
> > > for every guild, and maybe they'll put it in for you.
> > its even easier. If there was a "best" race for a particular guild, then
> all 
> > the other races for that guild are useless and a clue-trap for
> > newbies. Therefore
> > at reinc you should pick you guild and have the mud automatically pick the
> > best race for you so you don't mess it up. On the good side, there will be
> > no need for a race poster :)
> 
> I thought perhaps the mud could determine the race/guild combo that
> is guaranteed to get you the best solo rate at your worth, then
> automatically reinc you into it so you dont have to wander around
> trying to deiced what spells and skills to train. The it could look
> up your email address and mail you a set of botting trigs.
> 
> This would be really cool since we wouldnt have to think for
> ourselves at all anymore, and make it fairer for everyone.
Roflmao!!!!!!!
Baer  always puts it best :)
btw, my 2 cents, there are that many races for everyone's own
benefit. they all have certain plusses and minusses  which we are to
choose from
be thankful we have so many choices
Q

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

poster: Energystar
subject: clan gold
date: Fri Jan  5 07:58:40 2001

A command like deposit all that works for the clan would be nice.
Clan deposit all to put all of your on hand gold into clan account.

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

poster: Quillz
subject: >clan gold
date: Fri Jan  5 07:59:32 2001

On Fri Jan  5 07:58:40 2001 Energystar wrote post #598:
> A command like deposit all that works for the clan would be nice.
> Clan deposit all to put all of your on hand gold into clan account.
you can join my clan and do that ifyou wish. 
i should say the clan im in. 
snicker
Q

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

poster: Energystar
subject: >Tarantia food store
date: Fri Jan  5 08:02:38 2001

On Tue Jan  2 20:34:52 2001 Arkangyle wrote post #583:
>   Could the food store in Tarantia be given a higher # of base food
> supplies, possibly with more variety also.  As a gargoyle buying out
> the store (10 muttons) I can barely support my health for but a few
> minutes.
> 
> - Arkangyle
There is another food store on the western side of town. Nice
variety, and plenty of stuff to feed on there.

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

poster: Kaos
subject: death spam
date: Fri Jan  5 08:13:15 2001

for pk people: optional taunt message when you kill someone

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

poster: Arkangyle
subject: >>Tarantia food store
date: Fri Jan  5 16:20:54 2001

On Fri Jan  5 08:02:38 2001 Energystar wrote post #600:
> On Tue Jan  2 20:34:52 2001 Arkangyle wrote post #583:
> >   Could the food store in Tarantia be given a higher # of base food
> > supplies, possibly with more variety also.  As a gargoyle buying out
> > the store (10 muttons) I can barely support my health for but a few
> > minutes.
> > 
> > - Arkangyle
> There is another food store on the western side of town. Nice
> variety, and plenty of stuff to feed on there.

nod, I noticed after Wagro mentioned it to me.  I guess I just never
registered it on the city map and assumed only one food store,
thanks.

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

poster: Skillz
subject: barkley
date: Sat Jan  6 19:02:53 2001

I think that barkley emote should be changed since no more death
messages on inform channel.
- Skillz

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

poster: Wildchild
subject: hell
date: Sun Jan  7 00:24:07 2001

Force light in all the rooms in hell so poor newbies that don't have
infra can figure out wtf they're doing.

-WC

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

poster: Xphere
subject: nets
date: Sun Jan  7 06:43:15 2001

maybe nets should be made to not work on regular players, since they
are pk toys..

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

poster: Wildchild
subject: >nets
date: Sun Jan  7 07:25:09 2001

On Sun Jan  7 06:43:15 2001 Xphere wrote post #605:
> maybe nets should be made to not work on regular players, since they
> are pk toys..

Hmm... iirc, they can't. They can't be picked up by non-pk people either.

-WildChild

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

poster: Baer
subject: Lodestones
date: Sun Jan  7 10:00:43 2001

Add an adjective for the location for a lodestone.
so you can get emerald lodestone, etc.

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

poster: Mixer
subject: Typos
date: Sun Jan  7 15:22:01 2001

Well you guys all probably know I've gone apeshit on typofixing.
Two things you can do for me:

If you spot a typo, let me know if its in monster, add_item or
room desc.

Also keep reporting typos :)

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

poster: Jaws
subject: >>nets
date: Sun Jan  7 18:20:09 2001

On Sun Jan  7 07:25:09 2001 Wildchild wrote post #606:
> On Sun Jan  7 06:43:15 2001 Xphere wrote post #605:
> > maybe nets should be made to not work on regular players, since they
> > are pk toys..
> 
> Hmm... iirc, they can't. They can't be picked up by non-pk people either.
> 
> -WildChild
Unless its changed in the past month non PK can, Ive sold god knows
how many to the
shop when clearing out demon beavers
Jaws

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

poster: Lasher
subject: PK
date: Sun Jan  7 19:21:53 2001


People don't always register PK for the right reasons, myself
included. I know, it's my own fault etc and I can pay 10% of my
worth to get the flag removed, but that is over 200MB worth
hit at this point, an absolutely last resort.
 
I wonder as with a reinc mistake, if the flag could perhaps
'expire' after a certain number of months? Obviously this would
be really high, perhaps something like 6 months? 
 


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

poster: Pedron
subject: pkstatus toggle
date: Sun Jan  7 20:29:22 2001

Just think it would be neat for folks to be able to toggle 
pkstatus back to pk after killing/being killed.  The prey could 
leave it alone and not be bothered for an hour, 
but maybe some attackers could toggle it back on to get back in the mix. :)

pedron spam

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

poster: Sleet
subject: Tps
date: Sun Jan  7 21:28:15 2001

was thinking that since we can sac eq for tps why cant we sac gold?

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

poster: Pedron
subject: >Tps
date: Sun Jan  7 21:29:21 2001

On Sun Jan  7 21:28:15 2001 Sleet wrote post #612:
> was thinking that since we can sac eq for tps why cant we sac gold?
Yeah I agree, maybe make it 10m gold for every tp though. :P

pedron spam thinks eq tps rock

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

poster: Khosan
subject: >pkstatus toggle
date: Sun Jan  7 23:10:38 2001

On Sun Jan  7 20:29:22 2001 Pedron wrote post #611:
> Just think it would be neat for folks to be able to toggle 
> pkstatus back to pk after killing/being killed.  The prey could 
> leave it alone and not be bothered for an hour, 
> but maybe some attackers could toggle it back on to get back in the mix. :)
> 
> pedron spam

Half the point is to prevent the attacker from killing again. We got
tired of assholes going on a pk raid as the only thing they do. This
has greatly reduced any such tendencies.

Khosan

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

poster: Khosan
subject: >Tps
date: Sun Jan  7 23:13:58 2001

On Sun Jan  7 21:28:15 2001 Sleet wrote post #612:
> was thinking that since we can sac eq for tps why cant we sac gold?

You can't just sac eq. There are great limits.

If we allowed a direct gold to tps convertation tps would just become
another currency for gold. I don't see that happening.

Khosan

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

poster: Snoop
subject: >>pkstatus toggle
date: Sun Jan  7 23:29:45 2001

On Sun Jan  7 23:10:38 2001 Khosan wrote post #614:
> On Sun Jan  7 20:29:22 2001 Pedron wrote post #611:
> > Just think it would be neat for folks to be able to toggle 
> > pkstatus back to pk after killing/being killed.  The prey could 
> > leave it alone and not be bothered for an hour, 
> > but maybe some attackers could toggle it back on to get back in the mix.
:)
> > 
> > pedron spam
> 
> Half the point is to prevent the attacker from killing again. We got
> tired of assholes going on a pk raid as the only thing they do. This
> has greatly reduced any such tendencies.
> 
> Khosan
Snoop raises his hand.

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

poster: Snoop
subject: >>>pkstatus toggle
date: Sun Jan  7 23:33:26 2001

On Sun Jan  7 23:29:45 2001 Snoop wrote post #616:
> On Sun Jan  7 23:10:38 2001 Khosan wrote post #614:
> > On Sun Jan  7 20:29:22 2001 Pedron wrote post #611:
> > > Just think it would be neat for folks to be able to toggle 
> > > pkstatus back to pk after killing/being killed.  The prey could 
> > > leave it alone and not be bothered for an hour, 
> > > but maybe some attackers could toggle it back on to get back in the mix.
> :)
> > > 
> > > pedron spam
> > 
> > Half the point is to prevent the attacker from killing again. We got
> > tired of assholes going on a pk raid as the only thing they do. This
> > has greatly reduced any such tendencies.
> > 
> > Khosan
> Snoop raises his hand.
Can have it go one way...that is can have ppls choose to be able to
get attacked again, and if so then they're of course entitled to
defend themselves..on second thought, that would just be messy, but
would give me a chance to umm...defend myself more often.
*/Snoop

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

poster: Squee
subject: Focused Strike
date: Mon Jan  8 01:42:20 2001

Guild Level : Beta
Skill type : Attack
Average damage : Very Little
Damage type : Physical
Ep Cost : 21
Using Time : 4 Rounds
Affecting Skills : Martial Arts
Affecting stats : str, dex
Base Experience Cost : 612
This skill teaches the Martial Artist how to focus his muscles and
concentration to lash out on an opponent in a single strike with a
part of his body, doing minimal damage.

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

poster: Squee
subject: >Forceful Strike
date: Mon Jan  8 03:00:17 2001

I want to hear some feedback from all you other players. That's how
good ideas are weeded from the bad. I posted it here because I think
it'd be a good addition to the Mud. I plead to you all to give some
feedback. Thanks.

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

poster: Xphere
subject: hand of balance
date: Mon Jan  8 05:38:55 2001

save
maybe hand of balance could either be downed on damage to players
from monsters, or just not be put on monsters at a certain level...
im killing a small shadow and it used hand of balance and did 650
damage in one spell, i only have 750 hps...
just a thought

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

poster: Pedron
subject: >hand of balance
date: Mon Jan  8 07:09:18 2001

On Mon Jan  8 05:38:55 2001 Xphere wrote post #620:
> save
> maybe hand of balance could either be downed on damage to players
> from monsters, or just not be put on monsters at a certain level...
> im killing a small shadow and it used hand of balance and did 650
> damage in one spell, i only have 750 hps...
> just a thought
I got hit by a 1k+ cheesehead magic blast once too. ;>  Seems to 
me though hand of balance was a relative power thing, and shadows
might at least count as more powerful 
than you so hob shouldn't be so good for them should it?

pedron sort of agrees but points out tanks or 
tanks' armors might be handy to use against such things.

ps> If you wanna see overpowered spells, try clobbering those 
crystal people or the barmaids on emerald. :)

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

poster: Quillz
subject: >>Tps
date: Mon Jan  8 10:11:56 2001

On Sun Jan  7 21:29:21 2001 Pedron wrote post #613:
> On Sun Jan  7 21:28:15 2001 Sleet wrote post #612:
> > was thinking that since we can sac eq for tps why cant we sac gold?
> Yeah I agree, maybe make it 10m gold for every tp though. :P
> 
> pedron spam thinks eq tps rock
ask no questions and you'll be told no lies

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

poster: Bajumbo
subject: >>nets
date: Mon Jan  8 19:09:01 2001

On Sun Jan  7 07:25:09 2001 Wildchild wrote post #606:
> On Sun Jan  7 06:43:15 2001 Xphere wrote post #605:
> > maybe nets should be made to not work on regular players, since they
> > are pk toys..
> 
> Hmm... iirc, they can't. They can't be picked up by non-pk people either.
> 
> -WildChild

Ummm, think non-pk can pick the net up.  I have been doing a lot of
beavers and as I see it yes the net can be picked up by non-pk.

Bajumbo (who loves kicking beaver ass)

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

poster: Rizzly
subject: >>hand of balance
date: Mon Jan  8 21:39:14 2001

On Mon Jan  8 07:09:18 2001 Pedron wrote post #621:
> On Mon Jan  8 05:38:55 2001 Xphere wrote post #620:
> > save
> > maybe hand of balance could either be downed on damage to players
> > from monsters, or just not be put on monsters at a certain level...
> > im killing a small shadow and it used hand of balance and did 650
> > damage in one spell, i only have 750 hps...
> > just a thought
> I got hit by a 1k+ cheesehead magic blast once too. ;>  Seems to 
> me though hand of balance was a relative power thing, and shadows
> might at least count as more powerful 
> than you so hob shouldn't be so good for them should it?
> 
> pedron sort of agrees but points out tanks or 
> tanks' armors might be handy to use against such things.
> 
> ps> If you wanna see overpowered spells, try clobbering those 
> crystal people or the barmaids on emerald. :)

I think hob does damage based on what condition you're in, not
whether or not the monster is more powerful than you.  I'm not sure
about this though.

Rizzly

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

poster: Lu
subject: prompt
date: Tue Jan  9 02:13:31 2001

add the ability to have align in our prompt for those of us that
cares how much  god/satan likes us
-lu

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

poster: Zyz
subject: guild restructure
date: Tue Jan  9 11:34:23 2001

Several recent guild restructurings and additions have led to a need
for level 95 to max an omicron. Less than 1/10th of the players on
this mud (about 25 active and idle), after 3+ years, have the worth
to just get to level 95 (regular and guild levels) without training
anything. About 12 players (active and idle) have the worth to max
an omicron.
The higher requirements have led to more players doing exp exp exp
(e.g. clan mojo) and several midbie players stopping play due to the
requirement for exp exp exp (which gets pretty boring if you are,
say, 200m exp and you need to quintuple your worth to upgrade in a
guild).
Highbies still need places to put their exp, but raising the bar for
lowbies/midbies in the process hurts game play. It still takes
players a long time (months and years depending on play time and
dragging) to get to 100m, 200m, 400m, etc.
To retain highbie exp sink options, as well as provide midbies a bar
to strive for that isn't obscenely high, I propose a slight
restructuring of guilds in the following manner:
Basic premise: level 85 to max one omicron. provide two omicrons or
the equivalent for each beta tree, providing double omicron or max
guild level at 95 or 100.
Examples:
weaver tree (move exorcist to omicron along with exorcism skill. if
players want to be really good at killing undead and demons, they
can have that option without requiring high priest. players who want
both options have to be really high worth)
evoker tree (require 6 bravos to max sorc. players can choose to
take the 2 remaining damage types with high enough worth)
abjurer tree (fine)
druid tree (if can find more theme, another omicron or bravo. still
2 bravo requirement. if no additional theme, fine)
psychic (move an appropriate bravo up)
warrior tree (reduce bravo requirement to 2. if warriors want other
bravo bonuses, they can do them with enough worth)
ma tree (reduce bravo requirement to 3, same deal)
The few extremely high worth players would still be more powerful
than lower worth players. Multigig would still have power upgrades
that 99% of the players will never reach. However, a 600m worth
player (which is still very high worth, less than 10% of active
players) would have many more options than currently available,
which would lead to more fun (including eq) for more than just the
top few.

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

poster: Dram
subject: >guild restructure
date: Tue Jan  9 13:00:16 2001

On Tue Jan  9 11:34:23 2001 Zyz wrote post #627:
> Several recent guild restructurings and additions have led to a need
> for level 95 to max an omicron. Less than 1/10th of the players on
> this mud (about 25 active and idle), after 3+ years, have the worth
> to just get to level 95 (regular and guild levels) without training
> anything. About 12 players (active and idle) have the worth to max
> an omicron.
> The higher requirements have led to more players doing exp exp exp
> (e.g. clan mojo) and several midbie players stopping play due to the
> requirement for exp exp exp (which gets pretty boring if you are,
> say, 200m exp and you need to quintuple your worth to upgrade in a
> guild).
> Highbies still need places to put their exp, but raising the bar for
> lowbies/midbies in the process hurts game play. It still takes
> players a long time (months and years depending on play time and
> dragging) to get to 100m, 200m, 400m, etc.
> To retain highbie exp sink options, as well as provide midbies a bar
> to strive for that isn't obscenely high, I propose a slight
> restructuring of guilds in the following manner:
> Basic premise: level 85 to max one omicron. provide two omicrons or
> the equivalent for each beta tree, providing double omicron or max
> guild level at 95 or 100.
> Examples:
> weaver tree (move exorcist to omicron along with exorcism skill. if
> players want to be really good at killing undead and demons, they
> can have that option without requiring high priest. players who want
> both options have to be really high worth)
> evoker tree (require 6 bravos to max sorc. players can choose to
> take the 2 remaining damage types with high enough worth)
> abjurer tree (fine)
> druid tree (if can find more theme, another omicron or bravo. still
> 2 bravo requirement. if no additional theme, fine)
> psychic (move an appropriate bravo up)
> warrior tree (reduce bravo requirement to 2. if warriors want other
> bravo bonuses, they can do them with enough worth)
> ma tree (reduce bravo requirement to 3, same deal)
> The few extremely high worth players would still be more powerful
> than lower worth players. Multigig would still have power upgrades
> that 99% of the players will never reach. However, a 600m worth
> player (which is still very high worth, less than 10% of active
> players) would have many more options than currently available,
> which would lead to more fun (including eq) for more than just the
> top few.
You realize by lowering the bar for everyone, the few highbies would
then be even more powerful then they are now, then they would gain
even more exp, faster then the way it is now, and then people at
200m will have an even harder time when we are forced to raise to
bar back, possibly even high.

The reason the guilds are setup this way is there is plans of
certain changes when all the guilds get reconstructed. You probably
won't like that very much either but if we any lowering, we are
getting close to having highbies in bravos in two different guild
trees plus have an omicron. I can see if now, a fighter avatar that
can solo 300k by himself. 
And 600m players not having options? I must be missing something but
they have alot of options. Just because you can't reach your
favorite omicron? You don't have any less options, there are plenty
of new guilds in the last years so there can't be less options. Just
because you decide to pick the same one all the time or whatever
doesnt mean there are less options.

Dram

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

poster: Lasher
subject: >>guild restructure
date: Tue Jan  9 15:00:45 2001

 
<< The reason the guilds are setup this way is there is plans of
certain changes when all the guilds get reconstructed. You probably
won't like that very much either >>
 
Any chance of briefly saying what those changes are? I suspect they

might involve restricting/reducing the power of secondary guilds
and that might affect the decision of people who already pay
40m+ a level to spend anymore time doing xp in the near future :)
 
Thanks.

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

poster: Pedron
subject: >>>guild restructure
date: Tue Jan  9 15:25:20 2001

I just wanted to say I like how things are if anyone cares 
for my feedback. ;>  I crossed one or two invisible lines 
where my solo exp rate more than tripled, via top eq I got 
after 5 creative trades or a week or 3 of running gold 
obsessively, or a good reinc to refine my skills and such, 
and whatever else.

When I'm bored, I reg pk and attack everyone, get clobbered, kill somebody, 
be trapped pk and I'm not bored anymore. ;>
Then I blow all my money on random/unknown lodestones and jump down 
bottomless pits without a rope after watching 2 other players die that way.
After that I go peek in 1st rooms of castles, survive a deathsquad of 
5 level 10 guards, try a safe combo or two, and another 
3 hours have burned up. *grin*
Maybe the next day I start big 10-person parties of random people and 
we kill whatever we can.  If I get tired of playing this guild 
and don't want to wreck myself with a hightax reinc, I play 
one of my secondaries and be happy zapping things to death and
upgrading from big 
green shoes to frith boots, maybe wonder when I'll be big 
enough to use the staff of runes instead of the green copper sword.

I'm sure lasher has played every single guild there is now and 
done every single quest available, and I'm positive he's 
had the pleasure of watching the 9 tiny people 
in his open party peck dinosaurs to death with punches and 
magic darts.  If the exp exp exp is boring, reg pk and 
hunt the hunams. :)  Set clanmates guarding the entrances 
to the city and keeping all the gates closed to watch prey 
splatter itself on one, then swarm  it, fling nets, blast away. Just
some ideas.  
Maybe if the strongholds project is completed and done as 
well as everything else the other projects, 
we'll have something else to do besides exp exp exp and be 
killed by tunes to our favorite guilds.

More spellbooks would rock, even ones for simple things like 
light and darkness.  Was cool being giant warrior and successfully 
casting spells last time I had a book. :)
(This is an idea here- common spell spellbooks 
you might buy from a magic instructor for 
100-500k for the heck of it?)
Also the ability to walk through mountain, cliff, and deepwater 
terrains on the virtual maps would be cool for spells or objects or 
abilities.

pedron spam will be impressed if anyone got this far before sending 
remarks his way. *grin*

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

poster: Pedron
subject: defender skill?
date: Tue Jan  9 15:51:51 2001

I know other muds have the wimpydir option to make 
life easy, and I know nobody intends to add it here
(except maybe as a bonus newbie command?), but 
I thought it might fit in somewhere as a skill.
Actually.. a strategic withdrawal ability for defenders, 
whereby they wimpy at the wimpy level instead of being too 
shocked to flee for 1-4 rounds.
The skill would increase the chance the defender/tank has of keeping
his head when 
about to wimpy and withdrawing in orderly fashion. :P
Skill dependant on wisdom and perhaps allow a 
setting for the preferred path of escape(wimpydir)

I suggest this cause more than once while doing exp, a monster landed 
something like triple stabs or super criticals, I figure wimpy 
will get me out, decide I should just step out 
myself after watching 2 rounds of 'You are too shocked to move.'..
And _just_ as I step out, wimpy kicks me the other direction and I'm
being clobbered 
by the monster again.  A skill to defy all that being shocked 
and wimpying into a blocked path or the opposite direction you 
planned to move in would be nice.

pedron spam. :)

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

poster: Zyz
subject: re: guild restructure etc
date: Tue Jan  9 18:57:32 2001

The changes I proposed would make omicrons more accessible to a lower worth. 
However, 600m is not a low worth. There are very few 600m+ worth players who 
actually play, compared to the mud as a whole. The proposed changes would not 
give full omicron powers to 600m worth players either. Full omicron power 
depends or should depend on lower tier guilds. Abjurer is a good example of 
this. Need to train the harbinger vulns for the disrupts. But someone could 
choose to get the levels and some disrupts at 600m. That player would have 
nowhere near the power of a 1.5g+ abjurer. The proposed changes add options 
but leave room for growth. A player could be good at 600m, and a lot better 
at 2g. Players could work on bravos from 50m to 400-500m (which is a lot of 
work), then move up to start training omicron or grab another bravo. The 
player with all bravos trained and omicron would be better than the player 
with 2/3 bravos and omicron. All this proposed change does is increase 
options.
If there are plans to make secondary guilds more difficult and level costs 
higher, then the proposed changes are more relevant, rather than less.

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

poster: Phire
subject: >guild restructure
date: Tue Jan  9 19:17:09 2001

Zyz wrote:
The higher requirements have led to more players doing exp exp exp
(e.g. clan mojo) and several midbie players stopping play due to the
requirement for exp exp exp (which gets pretty boring if you are,
say, 200m exp and you need to quintuple your worth to upgrade in a
guild).

This is actually the other way around. You use to get your top power in a
guild around level 50-60ish. Players did too much exp too quickly.
Guilds were restructured to last for 85-95 levels now. Even with that
you have shown that you can get all of your omicron levels in less than
a year from starting. (us oldbies didn't even see an omicron guild in our
first year here)
If the change wasn't made then people could max out in power in under
6 months, get bored and move on to another mud. There are many other
muds out there like this. Red Dragon and some other muds have taken
a different approach where it takes a -long- time to amass power to 
max out guild trees. Or at least that was the attempt. The highest
person on the plaque started less than 9 months ago. People are 
easily doubling the "worth after one year of playing" average than
what has been seen in the past. The mud must adapt to these conditions
or it will enter the exp spiral of death.

Personally I think we have already entered the spiral and there is 
no more viable solutions left.
 

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

poster: Zyz
subject: worth / death spiral
date: Tue Jan  9 19:56:14 2001

If I had played 'only' 20 hours/week for the 10 months I have played, I would 
be nowhere near my worth. I play well over 40 hours a week. Graxon plays more 
than that. The huge time sacrifice is not 'easy', nor is maintaining a will 
to do exp day after day. After 3 years there are 20 active/quasi-active 
players over a gig. There are also a _lot_ more players than when this mud 
started. It is not easy to gain worth (and not reinc, and not get bored, and 
not go pk etc), or there would be more than 5% of our activeish players at 
over a gig after 3 years.
I don't think there is a death spiral. I think trying to fight worth by 
requiring more worth will just make this game less fun for everyone who can't 
put in a full working week on the mud. I have put in a huge (several 
thousand hours) time investment. Most of the changes I suggest don't even 
affect me anymore. My insane mudding time, much less graxon's (or 
talgore and astakinthos), should not be used as an example of standard 
behavior (it clearly isn't) nor should it be called 'easy' I gained over 100m 
on the weekly plaque because I played well over 50 hours per week (exp exp 
etc) at high worth.
I have done exp for the last 600m because, and only because, I have been 
unable to do eq. My notes are an effort to change the situation I used to be 
in. If players do eq, they don't gain worth as fast and they generally have 
more fun.

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

poster: Zax
subject: >worth / death spiral
date: Tue Jan  9 20:09:40 2001

two points:
firstly "It is not easy to gain worth (and not reinc, and not get
bored, and not go pk etc), or there would be more than 5% of our
activeish players at over a gig after 3 years."
this is just plain wrong, it's easy enough to gain worth and what
not, just harder to keep people interested in gaining worth. and why
is it hard to keep them interested, prolly cos they listen to people
like you who say "make it easier for me with less worth" so then you
get your worth quicker and bored quicker. not all muds will have
infinite lifetimes, and if you play enough for long enough, of
course it will get boring.
Second point, did you want anything changed, or have any suggestions
on how to improve this mud more towards what you think it should be?
it's easy to criticise how it currently is, its not so easy to come
up with decent ideas to improve it. also consider what others have
to say, especially since people often suggest ideas that have
already been suggested and even tried, for example omicrons were too
low and too easy to achieve, so they got moved up, so be aware of
that when suggesting lower omicron levels.
enough rambling.

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

poster: Zuperb
subject: >>guild restructure
date: Tue Jan  9 20:11:13 2001

I could see a solution in difference more the areas, like making
some areas undoable for lower levels ( red dragon area). That way
lower worth player can still be efficience at their worth, but
restricted to areas that keep them alive. 
Tune monsters more by their worth and get a wider range of monsters.
That will make players work as hard for the %gained xp of worth in
all ranges.

As we see there are more and more players getting very high worth,
we dont need to make they pay more xps for guilds, but make a new
generation eq and eqmonsters suited for them. The new eq be even
better than our limits today, but we also have to make sure the eq
wont spread to low worth players. A requirements in stats for
wearing/wielding will help keep the eq at the right worth.

My suggestions are to help out on solving the issue where the some
players tunes guilds for all player by their worth. I think as a 20
mill level player with top slot eq based on his worth, should have
the possobility to gain the same % xp for his/her's/it (Jordali)
worth, as for a 5gig worth player.

I dont know if thats what going on, but I think my ideas might
inspire and help the mud to grow, not just upwards but in width.

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

poster: Mixer
subject: >defender skill?
date: Wed Jan 10 00:50:34 2001

Umm if you're panicking and in shock you can't control what you do,
the skill is to get out _before_ that happens

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

poster: Squee
subject: >>>>>>guild restructor
date: Wed Jan 10 02:18:13 2001

I finally write a well thought out inovative post, and you all
ignore it and talk about this. It's just not fair....

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

poster: Lokie
subject: crystal dragon eq
date: Wed Jan 10 02:28:41 2001

hmm all these highbies in eq parties and no one has tried my new eq
monsie =( you guys are makeing me feel bad!!! anyway some new eq is
being added to it so if you guys decide to try *snickers and resays:
"TRY"* you might wana give it a day or so ill repost when finished
with him.
thanks 
Lokie

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

poster: Squee
subject: >crystal dragon eq
date: Wed Jan 10 02:29:47 2001

I DO have a very busy schedule, but I may be able to find 5 minutes
to beat your little dragon, if I can make the time. just lemme know
when....

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

poster: Pedron
subject: >>defender skill?
date: Wed Jan 10 03:14:48 2001

On Wed Jan 10 00:50:34 2001 Mixer wrote post #637:
> Umm if you're panicking and in shock you can't control what you do,
> the skill is to get out _before_ that happens
Iron will and some other prots defy stun.  I want one to defy shock.
Rather than spend 2+ rounds being told how shocked I am, I'd like 
some passive skill to bail me out. (Rather than bail myself out and 
have wimpy move at the same time to throw me back in. ;)

I do step out for lag and other things, but sometimes lag/stuns/criticals 
all happen at once.  Casters and such can die in lag 
for not being able to cast and having few hps.
Warriors can take some knocks and deal more passive damage.
Defenders should be allowed to pull back faster if things get ugly. :P

pedron spam

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

poster: Sleet
subject: >guild restructure
date: Wed Jan 10 03:44:25 2001

On Tue Jan  9 11:34:23 2001 Zyz wrote post #627:
> Several recent guild restructurings and additions have led to a need
> for level 95 to max an omicron. Less than 1/10th of the players on
> this mud (about 25 active and idle), after 3+ years, have the worth
> to just get to level 95 (regular and guild levels) without training
> anything. About 12 players (active and idle) have the worth to max
> an omicron.
> The higher requirements have led to more players doing exp exp exp
> (e.g. clan mojo) and several midbie players stopping play due to the
> requirement for exp exp exp (which gets pretty boring if you are,
> say, 200m exp and you need to quintuple your worth to upgrade in a
> guild).
> Highbies still need places to put their exp, but raising the bar for
> lowbies/midbies in the process hurts game play. It still takes
> players a long time (months and years depending on play time and
> dragging) to get to 100m, 200m, 400m, etc.
> To retain highbie exp sink options, as well as provide midbies a bar
> to strive for that isn't obscenely high, I propose a slight
> restructuring of guilds in the following manner:
> Basic premise: level 85 to max one omicron. provide two omicrons or
> the equivalent for each beta tree, providing double omicron or max
> guild level at 95 or 100.
> Examples:
> weaver tree (move exorcist to omicron along with exorcism skill. if
> players want to be really good at killing undead and demons, they
> can have that option without requiring high priest. players who want
> both options have to be really high worth)
> evoker tree (require 6 bravos to max sorc. players can choose to
> take the 2 remaining damage types with high enough worth)
> abjurer tree (fine)
> druid tree (if can find more theme, another omicron or bravo. still
> 2 bravo requirement. if no additional theme, fine)
> psychic (move an appropriate bravo up)
> warrior tree (reduce bravo requirement to 2. if warriors want other
> bravo bonuses, they can do them with enough worth)
> ma tree (reduce bravo requirement to 3, same deal)
> The few extremely high worth players would still be more powerful
> than lower worth players. Multigig would still have power upgrades
> that 99% of the players will never reach. However, a 600m worth
> player (which is still very high worth, less than 10% of active
> players) would have many more options than currently available,
> which would lead to more fun (including eq) for more than just the
> top few.
sleet
I Defintley aggree about the tunes to abjurers being fine,
had to reinc differently, but a low worth player can now actualy get
a better char now then they could before omicrons were put in,
sleet

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

poster: Arkangyle
subject: guild structure
date: Thu Jan 11 02:29:11 2001

  I believe what Zyz was asking for, was more viability in the
midbie range of eq.  We lack (greatly) players in a range that is
capable of doing mid-level eq, should they desire to.
  Though a few reasons exist, most boil down to requiring the
abilities gained in the omicron guilds (especially for preferential
blasts).  The level cost layout increases so significantly around
60-70m that you have to double the exp spent on your levels to gain
another 10-15 more (and yet that is still a far cry from your
omicron).
  While the high-level player range has increased dramatically in
3-4 years (exp wise), the number of "highbies" has remained
approximately the same, while the mud population has increased 8-10
fold, and I don't see this changing anytime soon.
  I can't understand how anyone would think to compare the average
player against my exp gains (or Zyz's) this winter.  Over a period
of 2 months I played approximately 600-700 hours (nearly a year for
someone who plays 20hrs/week ... which is quite a bit in itself). 
You simply CANNOT base the tuneage of a mud on 3% of the players.

-Arkangyle

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

poster: Quillz
subject: >guild structure
date: Thu Jan 11 02:31:50 2001

On Thu Jan 11 02:29:11 2001 Arkangyle wrote post #643:
>   I believe what Zyz was asking for, was more viability in the
> midbie range of eq.  We lack (greatly) players in a range that is
> capable of doing mid-level eq, should they desire to.
>   Though a few reasons exist, most boil down to requiring the
> abilities gained in the omicron guilds (especially for preferential
> blasts).  The level cost layout increases so significantly around
> 60-70m that you have to double the exp spent on your levels to gain
> another 10-15 more (and yet that is still a far cry from your
> omicron).
>   While the high-level player range has increased dramatically in
> 3-4 years (exp wise), the number of "highbies" has remained
> approximately the same, while the mud population has increased 8-10
> fold, and I don't see this changing anytime soon.
>   I can't understand how anyone would think to compare the average
> player against my exp gains (or Zyz's) this winter.  Over a period
> of 2 months I played approximately 600-700 hours (nearly a year for
> someone who plays 20hrs/week ... which is quite a bit in itself). 
> You simply CANNOT base the tuneage of a mud on 3% of the players.
> 
> -Arkangyle
Very well put. 
One little I thought of, in order for eq to be more do-able by all
is to put an xp cap on a party, rather than a member limit. 
However, this does pose a problem with ppl in the top 10, so mabye a
lvl cap instead?
Just throwing out a few ideas. 
Q

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

poster: Dram
subject: >>guild structure
date: Thu Jan 11 03:31:57 2001

None needs omicron to do any eq, midbie eq could use tunage, but the
guilds are set up the way that they are suppose and the way that
they are fair. If you dont like waiting for omicron for GB
preferences go some other guild. End of story. If there is a problem
with midbie eq, address the problem dont come up with some reason to
change guilds just so more people can get omicron. Omicron guilds
are for the elite top few.

Now the only idea i have is make midbie eq monsters non-accessable
to highbies and then lower them so midbies can make a party and do
it themselves. That is how i personally feel, but i think i speak
for all wizzes dealing with guilds but the  guilds are going in the
direction of the mud. Since MOST YOU DO ONLY DO EXP the guilds were
made to be appropriately powerful for doing exp.


Dram

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

poster: Tektor
subject: >>guild structure
date: Thu Jan 11 03:51:17 2001

If Guilds were made to be powerful for exp that kinda unbalances the
mud. Making the big people bigger while leaving the other 80% of the
mud where they were. (Still doesn't see a solution to any of this.)

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

poster: Baer
subject: >>>guild structure
date: Thu Jan 11 05:10:41 2001

On Thu Jan 11 03:51:17 2001 Tektor wrote post #646:
> If Guilds were made to be powerful for exp that kinda unbalances the
> mud. Making the big people bigger while leaving the other 80% of the
> mud where they were. (Still doesn't see a solution to any of this.)
I'm getting pretty tired of this garbage. People who started after
you Tektor now have gigs of exp. Just because you don't does not
mean the mud is tuned against newbies. Of course people who are
bigger are more powerful. 

How about you stop posting this same thread every few weeks and
months until you get something different or constructive to add. Now
here is a different proposition for you. How about we make the
higher guilds even more powerful, so you have more incentive to
actually go and make some effort towards getting there. 

Wow I can make utterly baseless and useless comments also :)


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

poster: Zarp
subject: New rooms
date: Thu Jan 11 10:45:47 2001

I've just came up with an idea,



That should be shown how many explored rooms counted at the summary,
each time you're up, you're see if u explored a room or two,
thats all
/zarp

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

poster: Sigwald
subject: >Guild Items
date: Thu Jan 11 10:55:40 2001

On Tue Dec  5 18:19:29 2000 Snoop wrote post #438:
> How about some kind of small thing tellin you about how long/much
> you have until your next 'level' on your guild item when you id it.
> Would be nice to notice you get better masteries even tho you never
> seem to gain any better status when you check it.
> */Snoop

There is no way to evaluate the time it'll take you to reach
next level on guild item. As I stated before anyway, these 
guild items rank are not directly correlated to your 
mastery level which is what really affects the power
of your guild item.

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

poster: Phire
subject: >>Guild Items
date: Thu Jan 11 13:59:42 2001

On Thu Jan 11 10:55:40 2001 Sigwald wrote post #649:
> On Tue Dec  5 18:19:29 2000 Snoop wrote post #438:
> > How about some kind of small thing tellin you about how long/much
> > you have until your next 'level' on your guild item when you id it.
> > Would be nice to notice you get better masteries even tho you never
> > seem to gain any better status when you check it.
> > */Snoop
> 
> There is no way to evaluate the time it'll take you to reach
> next level on guild item. As I stated before anyway, these 
> guild items rank are not directly correlated to your 
> mastery level which is what really affects the power
> of your guild item.
You could have an option at the guild master to say that you are
10%,20%,...,90%
of the way to your next rank within the guild. You may get next rank in an 
hour if you play hard or never if you idle like me. But seeing that you are
less than 10% away may want you to give an extra push.

just a thought

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

poster: Sigwald
subject: >lava eq
date: Thu Jan 11 14:23:51 2001

On Fri Dec  8 08:32:57 2000 Rydia wrote post #463:
> i think it would be neat to be able to give away lava eq.. i mean,
> you mold this eq and stuff, i think you should be able to lend it
> out. it only lasts a boot anyways, so i think it would be fun to be
> able to give newbies some temporary eq that could help and stuff
> like that

Can't you do that ?

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

poster: Sigwald
subject: >consider
date: Thu Jan 11 15:38:56 2001

On Sun Dec 24 23:21:34 2000 Arkangyle wrote post #534:
>   Could we get some more precise ranges from the consider command. 
> For me right now, anything between around 150-900k falls into "a lot
> more powerful" and stuff over that is "WAY more powerful" ... it's
> very hard to get ANY idea of the power level like that.

Might code a skill doing this rather

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

poster: Sigwald
subject: >>>Guild Items
date: Thu Jan 11 16:39:40 2001

On Thu Jan 11 13:59:42 2001 Phire wrote post #650:
> On Thu Jan 11 10:55:40 2001 Sigwald wrote post #649:
> > On Tue Dec  5 18:19:29 2000 Snoop wrote post #438:
> > > How about some kind of small thing tellin you about how long/much
> > > you have until your next 'level' on your guild item when you id it.
> > > Would be nice to notice you get better masteries even tho you never
> > > seem to gain any better status when you check it.
> > > */Snoop
> > 
> > There is no way to evaluate the time it'll take you to reach
> > next level on guild item. As I stated before anyway, these 
> > guild items rank are not directly correlated to your 
> > mastery level which is what really affects the power
> > of your guild item.
> You could have an option at the guild master to say that you are
> 10%,20%,...,90%
> of the way to your next rank within the guild. You may get next rank in an 
> hour if you play hard or never if you idle like me. But seeing that you are
> less than 10% away may want you to give an extra push.
> 
> just a thought

Hmm I could do that but dunno, it would mean rewriting all the guild
items due to the way this is done.
On the other hand maybe we could try and come out with
a standard way to do ranks and stuff (which would make them
relatively more fair).

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

poster: Pedron
subject: judge ken
date: Thu Jan 11 18:25:43 2001

make his stuff some kind of equipment.
He's 430k exp, blcks the only exit and yu have to 
wade through an area of aggro hunters to get to him. :)
Even lowbie/newbie eq would be fine if it was cool.
At least make it not crumble leave the realm so 
we can have souvenirs. :P

-pedron spam

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

poster: Jordali
subject: >New rooms
date: Thu Jan 11 22:06:47 2001

On Thu Jan 11 10:45:47 2001 Zarp wrote post #648:
> I've just came up with an idea,
> 
> 
> 
> That should be shown how many explored rooms counted at the summary,
> each time you're up, you're see if u explored a room or two,
> thats all
> /zarp
Hmm...not sure if I understand correctly, but does this
do what you want?

jscore /compact -abcd

type that and if it serves make a command for it.

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

poster: Tahnval
subject: >>Guild Items
date: Fri Jan 12 01:06:29 2001

On Thu Jan 11 10:55:40 2001 Sigwald wrote post #649:
> On Tue Dec  5 18:19:29 2000 Snoop wrote post #438:
> > How about some kind of small thing tellin you about how long/much
> > you have until your next 'level' on your guild item when you id it.
> > Would be nice to notice you get better masteries even tho you never
> > seem to gain any better status when you check it.
> > */Snoop
> 
> There is no way to evaluate the time it'll take you to reach
> next level on guild item. As I stated before anyway, these 
> guild items rank are not directly correlated to your 
> mastery level which is what really affects the power
> of your guild item.
I think there is a point in there though.  As far as I know, there
is no way at all of determining your mastery of your guild item.
Or am I missing something?

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

poster: Squee
subject: Scottberry
date: Fri Jan 12 02:32:40 2001

This guy is way, way, way too strong for where and what he is. Only
about 3k exp for killing him, and a Magical Fire Maul...maybe pop
him down a bit? Not Super-On Crack-Monk level?

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

poster: Squee
subject: >Scottberry
date: Fri Jan 12 02:35:40 2001

use meditation
Oops, 2k exp....

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

poster: Rizzly
subject: Starvation
date: Fri Jan 12 02:52:02 2001

Maybe make it so that when you're starving, not only do you not
regenerate, but you also slowly lose hps/sps/eps, and maybe your
spells/skills are weaker until you get something to eat?  I just
think that if a person is starving, more should happen to them than
the fact that they just won't regain health.

Rizzly

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

poster: Rizzly
subject: Food
date: Fri Jan 12 02:56:29 2001

I've noticed that you can eat anything when you're at 99% hunger,
even if it lowers your hunger by a lot, like lamp chops do.  Maybe
it could be made so that you can only eat something if you're at
least as far away from 100% hunger as the piece of food heals.  For
example, lamp chops heal 13% hunger (i think), so you couldn't eat
one until you're at 87% hunger.  It just seems logical that you
shouldn't be able to eat something if your stomach's remaining
capacity is less than the space the piece food would require.

I know this probably seems a little jumbled, but please bear with me.

Rizzly

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

poster: Blackthorne
subject: >Food
date: Fri Jan 12 02:59:20 2001

On Fri Jan 12 02:56:29 2001 Rizzly wrote post #660:
> I've noticed that you can eat anything when you're at 99% hunger,
> even if it lowers your hunger by a lot, like lamp chops do.  Maybe
> it could be made so that you can only eat something if you're at
> least as far away from 100% hunger as the piece of food heals.  For
> example, lamp chops heal 13% hunger (i think), so you couldn't eat
> one until you're at 87% hunger.  It just seems logical that you
> shouldn't be able to eat something if your stomach's remaining
> capacity is less than the space the piece food would require.
> 
> I know this probably seems a little jumbled, but please bear with me.
> 
> Rizzly
There is something called overeating. Let's also introduce farting
and stomach aches. This is just a minor point anyhow.
-B

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

poster: Sleet
subject: >>Food
date: Fri Jan 12 03:28:00 2001

On Fri Jan 12 02:59:20 2001 Blackthorne wrote post #661:
> On Fri Jan 12 02:56:29 2001 Rizzly wrote post #660:
> > I've noticed that you can eat anything when you're at 99% hunger,
> > even if it lowers your hunger by a lot, like lamp chops do.  Maybe
> > it could be made so that you can only eat something if you're at
> > least as far away from 100% hunger as the piece of food heals.  For
> > example, lamp chops heal 13% hunger (i think), so you couldn't eat
> > one until you're at 87% hunger.  It just seems logical that you
> > shouldn't be able to eat something if your stomach's remaining
> > capacity is less than the space the piece food would require.
> > 
> > I know this probably seems a little jumbled, but please bear with me.
> > 
> > Rizzly
> There is something called overeating. Let's also introduce farting
> and stomach aches. This is just a minor point anyhow.
> -B
we used to have over eating in the mud and you could reach over 100%
with a piece of food, not sure why it was removed

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

poster: Mixer
subject: >>consider
date: Fri Jan 12 03:29:07 2001

On Thu Jan 11 15:38:56 2001 Sigwald wrote post #652:
> On Sun Dec 24 23:21:34 2000 Arkangyle wrote post #534:
> >   Could we get some more precise ranges from the consider command. 
> > For me right now, anything between around 150-900k falls into "a lot
> > more powerful" and stuff over that is "WAY more powerful" ... it's
> > very hard to get ANY idea of the power level like that.
> 
> Might code a skill doing this rather
Right now consider just takes into accoutn player level vs player
level which is ttotally irrelevant.

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

poster: Mixer
subject: >>>consider
date: Fri Jan 12 03:31:29 2001

On Fri Jan 12 03:29:07 2001 Mixer wrote post #663:
> On Thu Jan 11 15:38:56 2001 Sigwald wrote post #652:
> > On Sun Dec 24 23:21:34 2000 Arkangyle wrote post #534:
> > >   Could we get some more precise ranges from the consider command. 
> > > For me right now, anything between around 150-900k falls into "a lot
> > > more powerful" and stuff over that is "WAY more powerful" ... it's
> > > very hard to get ANY idea of the power level like that.
> > 
> > Might code a skill doing this rather
> Right now consider just takes into accoutn player level vs player
> level which is ttotally irrelevant.
err player level vs monster level of course

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

poster: Lu
subject: Phys res
date: Fri Jan 12 16:48:02 2001

maybe give phys res a number value just to see how much phys res you
have frm all your eq?, just a thought
-lu
*
woops

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

poster: Pedron
subject: worth
date: Fri Jan 12 20:58:29 2001

maybe plug total worth somewhere in score so 
we don't have to wait for plaque updates after a big party. :)

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

poster: Kjara
subject: dot spell?
date: Sat Jan 13 06:22:16 2001

I think it would be cool if one of the mage guilds got a spell that
was based almost entirely on damage over
time, like you cast it and it does almost no damage the first round
but then hurts them for decent damage over
the next say 10 rounds or so, also it would be more efficent for the
total damage then a spell that did all its
damage at once

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

poster: Arkangyle
subject: >dot spell?
date: Sat Jan 13 06:45:19 2001

On Sat Jan 13 06:22:16 2001 Kjara wrote post #667:
> I think it would be cool if one of the mage guilds got a spell that
> was based almost entirely on damage over
> time, like you cast it and it does almost no damage the first round
> but then hurts them for decent damage over
> the next say 10 rounds or so, also it would be more efficent for the
> total damage then a spell that did all its
> damage at once

  There is a reason you don't see spells having a lasting effects
for very long time and that is because of the limitations of this
environment.  A spell like you suggest could be cast by a caster,
who then leaves the room and waits for the mob to die from the
massive residuals.

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

poster: Trigon
subject: >Dot spell
date: Sat Jan 13 07:44:15 2001

Burning aura hurts every few rounds, and I guess so do lava/green
mist, and rogues can make you bleed and rhls can make you burn, but
nothing really hurts progressively.  That would be dumb, just run
in, cast and run out.
Trigon

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

poster: Zax
subject: >>dot spell?
date: Sat Jan 13 08:01:53 2001

On Sat Jan 13 06:45:19 2001 Arkangyle wrote post #668:
> On Sat Jan 13 06:22:16 2001 Kjara wrote post #667:
> > I think it would be cool if one of the mage guilds got a spell that
> > was based almost entirely on damage over
> > time, like you cast it and it does almost no damage the first round
> > but then hurts them for decent damage over
> > the next say 10 rounds or so, also it would be more efficent for the
> > total damage then a spell that did all its
> > damage at once
> 
>   There is a reason you don't see spells having a lasting effects
> for very long time and that is because of the limitations of this
> environment.  A spell like you suggest could be cast by a caster,
> who then leaves the room and waits for the mob to die from the
> massive residuals.

Yes there is a reason you don't see spells with lasting effects in
the environment after the caster moves. However, maybe the
suggestion is for a spell that builds up. So you cast it, then it
drains sps each round doing more damage per round to till it hits
max damage (providing you stay in combat), increased efficiency for
the longer you stay, and then after X many rounds it would stop
doing damage and you would need to recast.

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

poster: Lu
subject: >>>dot spell?
date: Sat Jan 13 08:26:47 2001

well, why dont you just cast a 2 rnd spell that costs say 100sps and
does High dmg.  Every 2rnds youd do that dmg, draining 50sps a rnd,
this dot spell would drain sps, and do shitty dmg growing until it
hit maximum.
-lu

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

poster: Golte
subject: >>>dot spell?
date: Sat Jan 13 08:57:27 2001

er, aint that exactly what chain elemental bolt does?

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

poster: Sigwald
subject: >>>>dot spell?
date: Sat Jan 13 10:01:54 2001

On Sat Jan 13 08:57:27 2001 Golte wrote post #672:
> er, aint that exactly what chain elemental bolt does?

Yup :)

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

poster: Wratha
subject: >dot spell?
date: Sat Jan 13 14:23:54 2001

On Sat Jan 13 06:22:16 2001 Kjara wrote post #667:
> I think it would be cool if one of the mage guilds got a spell that
> was based almost entirely on damage over
> time, like you cast it and it does almost no damage the first round
> but then hurts them for decent damage over
> the next say 10 rounds or so, also it would be more efficent for the
> total damage then a spell that did all its
> damage at once
Nightmare of hemophilia does more and more damage over time...you
just have to blast it.
The more damage the monster takes the more damage hemophilia does.
//wratha
*

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

poster: Kjara
subject: Dot
date: Sat Jan 13 19:42:15 2001

Yeh but how many of us have used chain elemental bolts? i was
thinking of a spell that more of the mud would
have access too, but along the lines of chain elemental bolts.

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

poster: Wildchild
subject: >>dot spell?
date: Sat Jan 13 19:53:29 2001

On Sat Jan 13 14:23:54 2001 Wratha wrote post #674:
> On Sat Jan 13 06:22:16 2001 Kjara wrote post #667:
> > I think it would be cool if one of the mage guilds got a spell that
> > was based almost entirely on damage over
> > time, like you cast it and it does almost no damage the first round
> > but then hurts them for decent damage over
> > the next say 10 rounds or so, also it would be more efficent for the
> > total damage then a spell that did all its
> > damage at once
> Nightmare of hemophilia does more and more damage over time...you
> just have to blast it.
> The more damage the monster takes the more damage hemophilia does.
> //wratha
> *

Nightmare of hemophilia is more or less the caster equivalent of the
bleed skill. It also will only kick in if somebody hits the monsie
with melee dmg (ie, it works best with martial artists).
So the spell itself doesn't do the dmg, it's the other people
hitting the monster that do the dmg.

-WildChild

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

poster: Eponine
subject: identifying objects
date: Sat Jan 13 23:30:34 2001

Perhaps make it so sacability shows up on the id for an object. This
would make it much easier to answer people who ask on sales if it
sacs.

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

poster: Khosan
subject: >Dot
date: Sun Jan 14 01:48:42 2001

On Sat Jan 13 19:42:15 2001 Kjara wrote post #675:
> Yeh but how many of us have used chain elemental bolts? i was
> thinking of a spell that more of the mud would
> have access too, but along the lines of chain elemental bolts.

This is a very powerfull spell. If we where to make a newbie version
of it, it would have to be terrible weak in the first rounds and would
most likely not be worth casting. And it would kinda ruin the high
level spell by taking away the uniqueness and reducing it to a simple
copy of a newbie spell with higher damage coefficients.

Khosan

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

poster: Atrus
subject: skill/spell use
date: Sun Jan 14 06:59:32 2001

Mabye have it so when you don't have enough sp/ep to cast/use
somthing it'd tell you somthing like "You still need 23 more ep to
do that" or somthing
Just a thought
Atrus

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

poster: Wildchild
subject: >identifying objects
date: Sun Jan 14 07:56:45 2001

On Sat Jan 13 23:30:34 2001 Eponine wrote post #677:
> Perhaps make it so sacability shows up on the id for an object. This
> would make it much easier to answer people who ask on sales if it
> sacs.

Why can't players stop being so damn lazy and actually find out for
themselves if something sacs or not?

Or do we really have to have identify tell you every little thing
about an item?

Maybe the player base on this mud shouldn't judge a piece of eq
based on it's worth in task points and actually sell shit for it's
stats.

-WildChild

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

poster: Tektor
subject: Party Summon
date: Sun Jan 14 23:37:28 2001

Should work the same way as summon with a doorway ect.

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

poster: Wildchild
subject: >Party Summon
date: Sun Jan 14 23:38:57 2001

On Sun Jan 14 23:37:28 2001 Tektor wrote post #681:
> Should work the same way as summon with a doorway ect.

So we should just remove summon and let navs wait until they get
into master navigators and get portal of summoning.

Why? Because that is how portal of summoning works.

-WC

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

poster: Jomo
subject: Party Summon
date: Sun Jan 14 23:40:25 2001

I think that summon should have remained where you 
could jerk people from anywhere.  The only reason
I know of that it was changed was because 
of those wankers called pk-ers.


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

poster: Pedron
subject: >Party Summon
date: Sun Jan 14 23:53:30 2001

On Sun Jan 14 23:40:25 2001 Jomo wrote post #683:
> I think that summon should have remained where you 
> could jerk people from anywhere.  The only reason
> I know of that it was changed was because 
> of those wankers called pk-ers.
> 
Fear nobody managed to kill me till 
that summon was removed and I had 5 times the worth. ;P
We could toggle it off, but I think it was removed 
cause some other wankers were using it to harass folks 
that might not have been pk'ers. 

pedron spam

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

poster: Wildchild
subject: >>Party Summon
date: Mon Jan 15 00:25:24 2001

On Sun Jan 14 23:53:30 2001 Pedron wrote post #684:
> On Sun Jan 14 23:40:25 2001 Jomo wrote post #683:
> > I think that summon should have remained where you 
> > could jerk people from anywhere.  The only reason
> > I know of that it was changed was because 
> > of those wankers called pk-ers.
> > 
> Fear nobody managed to kill me till 
> that summon was removed and I had 5 times the worth. ;P
> We could toggle it off, but I think it was removed 
> cause some other wankers were using it to harass folks 
> that might not have been pk'ers. 
> 
> pedron spam

Then maybe those people that were harassing folks by using summon
should've read the rules.

-WC

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

poster: Malifix
subject: >Party Summon
date: Mon Jan 15 00:53:59 2001

On Sun Jan 14 23:40:25 2001 Jomo wrote post #683:
> I think that summon should have remained where you 
> could jerk people from anywhere.  The only reason
> I know of that it was changed was because 
> of those wankers called pk-ers.
> 
That's not the only reason.  Some peeps were using involuntary
summons as a means to annoy other players.

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

poster: Kjara
subject: Channels
date: Mon Jan 15 01:26:54 2001

Mabee make it so ppl not in clans can read the clan.general news
group but can't post, like the pk one?

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

poster: Wagro
subject: >Channels
date: Mon Jan 15 01:27:27 2001

pk'ers can post in pk newsgroup...

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

poster: Jordali
subject: >Party Summon
date: Mon Jan 15 01:45:57 2001

On Sun Jan 14 23:37:28 2001 Tektor wrote post #681:
> Should work the same way as summon with a doorway ect.
I STRONGLY disagree.

The summon stuff was changed, if I'm correct, to prevent abuse...
if you are in a party with someone, you made the choice, and
can leave whenever you want.
Also, the immediate transit effect still in party summon is a very
important part of what it is used for, i.e., to get the party somewhere
quickly, usually to save a life...waiting for people to enter doorways, and
the confusion of people who were idle entering the doorway a little bit
later and being separated, etc, doesn't seem worth it to lose...
and what would you gain?

-J

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

poster: Palenon
subject: Mana Drain ...
date: Mon Jan 15 04:08:53 2001

Just had a thought..blame it on caffeine rush if u will.

I think mana drain should more adversely affect ppl closest to
caster (in proximity) i.e. same island...than it does those farther
away.
This reflects loss of power in the spell as it covers distance.

Just a thought would like responses.

Palthecaffeinejunkyspamsnewsneedlessly

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

poster: Sleet
subject: >Mana Drain ...
date: Mon Jan 15 04:09:55 2001

On Mon Jan 15 04:08:53 2001 Palenon wrote post #690:
> Just had a thought..blame it on caffeine rush if u will.
> 
> I think mana drain should more adversely affect ppl closest to
> caster (in proximity) i.e. same island...than it does those farther
> away.
> This reflects loss of power in the spell as it covers distance.
> 
> Just a thought would like responses.
> 
> Palthecaffeinejunkyspamsnewsneedlessly
magic reflect should effect mana drain
so id get sps on drain from caster, only like 1-5 or somthing but id be funny

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

poster: Tigran
subject: >Mana Drain ...
date: Mon Jan 15 05:08:07 2001

On Mon Jan 15 04:08:53 2001 Palenon wrote post #690:
> Just had a thought..blame it on caffeine rush if u will.
> 
> I think mana drain should more adversely affect ppl closest to
> caster (in proximity) i.e. same island...than it does those farther
> away.
> This reflects loss of power in the spell as it covers distance.
> 
> Just a thought would like responses.
> 
> Palthecaffeinejunkyspamsnewsneedlessly
The main problme with this is that we don't track how far apart
players are, other than what island they are on.  Fairly huge
complexity issue for minimal purpose, IMHO

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

poster: Zifnab
subject: >>Mana Drain ...
date: Mon Jan 15 05:13:56 2001

On Mon Jan 15 05:08:07 2001 Tigran wrote post #692:
> On Mon Jan 15 04:08:53 2001 Palenon wrote post #690:
> > Just had a thought..blame it on caffeine rush if u will.
> > 
> > I think mana drain should more adversely affect ppl closest to
> > caster (in proximity) i.e. same island...than it does those farther
> > away.
> > This reflects loss of power in the spell as it covers distance.
> > 
> > Just a thought would like responses.
> > 
> > Palthecaffeinejunkyspamsnewsneedlessly
> The main problme with this is that we don't track how far apart
> players are, other than what island they are on.  Fairly huge
> complexity issue for minimal purpose, IMHO
not to mention some areas are not on the same island as the 'domain'
they are in. due to moves etc.

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

poster: Locke
subject: Lava Guild Thoughts
date: Mon Jan 15 07:23:11 2001

Well, having tried lava mage for most of my worth, I have a couple
of suggestions/comments about the guild.  First of all, lava mage is
a limited guild after you reach a certain point (namely maxxing the
guild).  I could solo at ~20k rate to matter how big i became
(~100m-200m worth).  This was sorta like the witch guild (before
Dram made it really cool), because it is limited spell strength and
unreachable omicron guild.  
You don't see many high lava mages ~60+ because of the lack of
potential and strength.  For example, a lv 70 lava mage is
essentially the same blasting power as a lv 42 lava mage (of course
with all the spells/skills at the same level).  That's why everybody
is reincing to gem blaster instead of staying in lava because of an
almost x2 advantage over lava (namely they can heal, blast
non-phys).  A couple of suggestions to make lava mage to tuned with
the rest of the guilds is to perhaps:
1) Make magma boulder guild level lv8-10 instead and introducting a
mastery of lava like mist mages

2) Change magma boulder to fire damage (having phys damage screws
the spell over imo)

3) Perhaps make flame tongue,fireball,stonefist,incinerate,petrify
effect magma boulder (like body of lava is effected by body of
fire/stone

4) Keep magma boulder as is and introduce a new spell, like "Fire
and Brimstone" or something (that's just randomly out of the blue ;p
)
Well, lava was a _really_ cool guild imo, but the coolness just ran
out as I outgrew the guild =(.  Maybe this would shift the
dominating harmer/adept of the stones majority, so we don't get a
trite overpopulation of mana draining and people buying out all the
gems from the gem shoppe ;p

Just a few thoughts
'L


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

poster: Sigwald
subject: >>Party Summon
date: Mon Jan 15 12:54:32 2001

Jordali's post cover my official position.
Party summon is fine as it is.

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

poster: Bajumbo
subject: >>Party Summon
date: Mon Jan 15 13:18:10 2001

On Mon Jan 15 01:45:57 2001 Jordali wrote post #689:
> On Sun Jan 14 23:37:28 2001 Tektor wrote post #681:
> > Should work the same way as summon with a doorway ect.
> I STRONGLY disagree.
> 
> The summon stuff was changed, if I'm correct, to prevent abuse...
> if you are in a party with someone, you made the choice, and
> can leave whenever you want.
> Also, the immediate transit effect still in party summon is a very
> important part of what it is used for, i.e., to get the party somewhere
> quickly, usually to save a life...waiting for people to enter doorways, and
> the confusion of people who were idle entering the doorway a little bit
> later and being separated, etc, doesn't seem worth it to lose...
> and what would you gain?
> 
> -J

Just imagine summon can pick anyone from anywhere summonable....
Then you tank an eq mob and about to kill it when suddenly you end
up in CS....
How would you and your party members feel about the tank being
picked out in the middle of combat by a summon?

Baj (newbie navigator)

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

poster: Bajumbo
subject: >>>Party Summon
date: Mon Jan 15 13:24:42 2001

On Mon Jan 15 13:18:10 2001 Bajumbo wrote post #696:
> On Mon Jan 15 01:45:57 2001 Jordali wrote post #689:
> > On Sun Jan 14 23:37:28 2001 Tektor wrote post #681:
> > > Should work the same way as summon with a doorway ect.
> > I STRONGLY disagree.
> > 
> > The summon stuff was changed, if I'm correct, to prevent abuse...
> > if you are in a party with someone, you made the choice, and
> > can leave whenever you want.
> > Also, the immediate transit effect still in party summon is a very
> > important part of what it is used for, i.e., to get the party somewhere
> > quickly, usually to save a life...waiting for people to enter doorways,
and
> > the confusion of people who were idle entering the doorway a little bit
> > later and being separated, etc, doesn't seem worth it to lose...
> > and what would you gain?
> > 
> > -J
> 
> Just imagine summon can pick anyone from anywhere summonable....
> Then you tank an eq mob and about to kill it when suddenly you end
> up in CS....
> How would you and your party members feel about the tank being
> picked out in the middle of combat by a summon?
> 
> Baj (newbie navigator)

Umm of course I was talking about summon :>

Oops


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

poster: Zax
subject: >Party Summon
date: Mon Jan 15 14:50:25 2001

On Sun Jan 14 23:37:28 2001 Tektor wrote post #681:
> Should work the same way as summon with a doorway ect.

To this, and to several follow up posts. Party summon only summons
party members of a party you are in (in case you were perhaps
thinking that it summons another party to you). This means that you
will have to party with someone for them to summon you, so use your
common sense when partying, if someone has party summon and could
possibly use it to summon you somewhere that you don't want to be,
don't party with them, and if you for some unknown reason caught out
by some guy with party summon, he can pretty much only use it once
before it will get around and no one will trust him etc.
Second thing is, party summon isn't the same as portal of summoning.
So even if party summon was changed it could be of some use. (Not
that i think party summon needs to be changed.)

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

poster: Makimo
subject: campfires
date: Mon Jan 15 18:48:38 2001

Instead of campfires going out completely all at once I think they
should gradually go out... like +40/flicker this round then
+35/flicker next until it reaches 0.. each firewood added would add
only 10 or 15 to the bonus.

 - Makimo

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

poster: Unix
subject: party shares
date: Tue Jan 16 06:06:39 2001

I think a cool thing to have in a party is, to set up the party shares.
like, if your draging a friend whos level is 10-20 below yours, you
can set up the party shares to be 50-50 .
just my idea...

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

poster: Golte
subject: >party shares
date: Tue Jan 16 06:42:14 2001

On Tue Jan 16 06:06:39 2001 Unix wrote post #700:
> I think a cool thing to have in a party is, to set up the party shares.
> like, if your draging a friend whos level is 10-20 below yours, you
> can set up the party shares to be 50-50 .
> just my idea...
No, no. It should not be easy to drag lower players. 
Then players with real life friends whould just swing
upwards the plaque, and players without real life
friends whould have a very hard time. 
Also when many players get high worth here the
wizards tend to tune to make everything harder. 
It just must be an upper limit for how fast you can 
become big, for the mud's best, and limited party 
shares is one good thing for that. 

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

poster: Energystar
subject: >>party shares
date: Tue Jan 16 07:30:11 2001

I agree with Golte, if anything party shares, as they are now, are
too lenient on lower worth players.

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

poster: Miramoto
subject: >>>party shares
date: Tue Jan 16 11:21:04 2001

I agree with the current form of party shares, as for it beeing
lenient well you could just assume that the less experianced person
is learning from his elders.

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

poster: Zax
subject: >>>party shares
date: Tue Jan 16 12:08:15 2001

On Tue Jan 16 07:30:11 2001 Energystar wrote post #702:
> I agree with Golte, if anything party shares, as they are now, are
> too lenient on lower worth players.
too lenient? we can argue black and blue about the "best" way to
work out party shares, they've been more in favour of lower worth
players in the past but does that make them too lenient? and how
much fairer can you get then assigning party share by worth. would
you like to calculate the exact value of every skill/spell party
members have and how much each contribute to the rate? perhaps you
would like to try and code such a system, and from who's opinion are
you going to use for what adds more to the parties rate?

perhaps if party shares are so lenient, no one of a higher level
should party with you. or higher worth, since they would be dragging
you too much. and if you are worried about not getting enough value
from lower level/worth players, perhaps you could just always solo?
:)

but where is the fun in that.

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

poster: Arkangyle
subject: >>>>party shares
date: Tue Jan 16 14:53:30 2001

  Yes, they are too lenient Zax, as Energystar described.  Maybe if
you actually played here you'd realize that shares are not based
solely on worth even today, though I don't know if it is possible to
truly make the shares totally fair.  I think the system in place
right now is viable as a simplest/best-fit model.

- Arkangyle

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

poster: Pedron
subject: party shares
date: Tue Jan 16 14:55:30 2001

There used to be a cool way for some players to make sure their 
party mate got 100% of the shares rather than a mere fraction.
They were also nuked for that.  Don't expect to see player 
controlled party share settings anytime soon. ;P

-pedron spam

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

poster: Wildchild
subject: >>>>>party shares
date: Tue Jan 16 15:56:01 2001

On Tue Jan 16 14:53:30 2001 Arkangyle wrote post #705:
>   Yes, they are too lenient Zax, as Energystar described.  Maybe if
> you actually played here you'd realize that shares are not based
> solely on worth even today, though I don't know if it is possible to
> truly make the shares totally fair.  I think the system in place
> right now is viable as a simplest/best-fit model.
> 
> - Arkangyle

An example of the current shares, so everybody gets an idea...
I am level 61, worth 300 megs.
Daran is level 27, worth 13megs or so.

We party, and atm, he gets around 18-20% of the party share.

Based on worth/level alone, he's getting quite the amount of exp
compared to myself. How to improve the system? Only thing I can
think of is leave it as is cept tweak the values for larger
differences in worth between players. *shrug*

-WC

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

poster: Energystar
subject: >>>>>>party shares
date: Tue Jan 16 16:02:35 2001

On Tue Jan 16 15:56:01 2001 Wildchild wrote post #707:
> On Tue Jan 16 14:53:30 2001 Arkangyle wrote post #705:
> >   Yes, they are too lenient Zax, as Energystar described.  Maybe if
> > you actually played here you'd realize that shares are not based
> > solely on worth even today, though I don't know if it is possible to
> > truly make the shares totally fair.  I think the system in place
> > right now is viable as a simplest/best-fit model.
> > 
> > - Arkangyle
> 
> An example of the current shares, so everybody gets an idea...
> I am level 61, worth 300 megs.
> Daran is level 27, worth 13megs or so.
> 
> We party, and atm, he gets around 18-20% of the party share.
> 
> Based on worth/level alone, he's getting quite the amount of exp
> compared to myself. How to improve the system? Only thing I can
> think of is leave it as is cept tweak the values for larger
> differences in worth between players. *shrug*
> 
> -WC
That is exactly what I was trying to point out.  There is not really
a noticible difference unless you get players' worths that are very
far apart.  And, btw, I never said that it needed to be fixed.

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

poster: Apathy
subject: >>>>>>party shares
date: Tue Jan 16 17:21:30 2001

On Tue Jan 16 15:56:01 2001 Wildchild wrote post #707:
> On Tue Jan 16 14:53:30 2001 Arkangyle wrote post #705:
> >   Yes, they are too lenient Zax, as Energystar described.  Maybe if
> > you actually played here you'd realize that shares are not based
> > solely on worth even today, though I don't know if it is possible to
> > truly make the shares totally fair.  I think the system in place
> > right now is viable as a simplest/best-fit model.
> > 
> > - Arkangyle
> 
> An example of the current shares, so everybody gets an idea...
> I am level 61, worth 300 megs.
> Daran is level 27, worth 13megs or so.
> 
> We party, and atm, he gets around 18-20% of the party share.
> 
> Based on worth/level alone, he's getting quite the amount of exp
> compared to myself. How to improve the system? Only thing I can
> think of is leave it as is cept tweak the values for larger
> differences in worth between players. *shrug*
> 
> -WC

I really don't care about the issue at all, but I thought I'd
suggest making the party share proportional to the amount of exp
needed for level, so that if two players regardless of level start
partying together with 0 exp on, they'll both get a level at exactly
the same time.

-Apathy

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

poster: Apathy
subject: >>>>>>>party shares
date: Tue Jan 16 17:22:49 2001

On Tue Jan 16 17:21:30 2001 Apathy wrote post #709:
> On Tue Jan 16 15:56:01 2001 Wildchild wrote post #707:
> > On Tue Jan 16 14:53:30 2001 Arkangyle wrote post #705:
> > >   Yes, they are too lenient Zax, as Energystar described.  Maybe if
> > > you actually played here you'd realize that shares are not based
> > > solely on worth even today, though I don't know if it is possible to
> > > truly make the shares totally fair.  I think the system in place
> > > right now is viable as a simplest/best-fit model.
> > > 
> > > - Arkangyle
> > 
> > An example of the current shares, so everybody gets an idea...
> > I am level 61, worth 300 megs.
> > Daran is level 27, worth 13megs or so.
> > 
> > We party, and atm, he gets around 18-20% of the party share.
> > 
> > Based on worth/level alone, he's getting quite the amount of exp
> > compared to myself. How to improve the system? Only thing I can
> > think of is leave it as is cept tweak the values for larger
> > differences in worth between players. *shrug*
> > 
> > -WC
> 
> I really don't care about the issue at all, but I thought I'd
> suggest making the party share proportional to the amount of exp
> needed for level, so that if two players regardless of level start
> partying together with 0 exp on, they'll both get a level at exactly
> the same time.
> 
> -Apathy

Clarification: I meant proportional to the total amount of exp
needed for level, not however much they have left to go.

-Apathy

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

poster: Pedron
subject: pk'er plaques
date: Tue Jan 16 17:44:05 2001

maybe have the lists of percents, kills, and deaths in 
the pk hall of fame work like the other normal plaques.
Instead of id'ing to plaque though, maybe have them id 
to kills, deaths, and percents.

'look at pedron on percents'  would show the top 10, then 
my percent with the people above and below.

'look at pedron on kills' would do the same thing.

'look at deaths' would show the top 10 people, 
and the looker's number and nearby players below that.

-pedron spam

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

poster: Tektor
subject: >>>>Party Shares
date: Tue Jan 16 21:17:17 2001

Thats only a small party WC. Usualy anything with 4 people + is like
a 8% and anything 5-6+ is 6% and lower. If its 8 people plus+ i
usualy make 5k per kill on things like paladins, and 1k on stuff
like sides. In a smaller party you can make more but should there be
some bonus when all you need is two people?
Sidhes even not on my comps stupid client. Any ways. I think its
leniant on the higher end but you guys make too much fuss. If I saw
someone at my worth making 4m a day then It would a good idea to
fuss. Only 2-3 times have I seen people make 1-2m a day at where I
am on the plaque.

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

poster: Rizzly
subject: >>>>>>>>party shares
date: Tue Jan 16 23:52:47 2001

On Tue Jan 16 17:22:49 2001 Apathy wrote post #710:
> On Tue Jan 16 17:21:30 2001 Apathy wrote post #709:
> > On Tue Jan 16 15:56:01 2001 Wildchild wrote post #707:
> > > On Tue Jan 16 14:53:30 2001 Arkangyle wrote post #705:
> > > >   Yes, they are too lenient Zax, as Energystar described.  Maybe if
> > > > you actually played here you'd realize that shares are not based
> > > > solely on worth even today, though I don't know if it is possible to
> > > > truly make the shares totally fair.  I think the system in place
> > > > right now is viable as a simplest/best-fit model.
> > > > 
> > > > - Arkangyle
> > > 
> > > An example of the current shares, so everybody gets an idea...
> > > I am level 61, worth 300 megs.
> > > Daran is level 27, worth 13megs or so.
> > > 
> > > We party, and atm, he gets around 18-20% of the party share.
> > > 
> > > Based on worth/level alone, he's getting quite the amount of exp
> > > compared to myself. How to improve the system? Only thing I can
> > > think of is leave it as is cept tweak the values for larger
> > > differences in worth between players. *shrug*
> > > 
> > > -WC
> > 
> > I really don't care about the issue at all, but I thought I'd
> > suggest making the party share proportional to the amount of exp
> > needed for level, so that if two players regardless of level start
> > partying together with 0 exp on, they'll both get a level at exactly
> > the same time.
> > 
> > -Apathy
> 
> Clarification: I meant proportional to the total amount of exp
> needed for level, not however much they have left to go.
> 
> -Apathy
That would be fair, except that it would encourage people to
seriously level inflate.  It could actually prove worse than just
keeping the party system the way it is now.

Rizzly

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

poster: Sleet
subject: >>>party shares
date: Wed Jan 17 00:33:57 2001

On Tue Jan 16 07:30:11 2001 Energystar wrote post #702:
> I agree with Golte, if anything party shares, as they are now, are
> too lenient on lower worth players.
i like um now, i tink that the tune that happened alittle while ago
where exp mattered more then level was a good one

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

poster: Zax
subject: >>>>party shares
date: Wed Jan 17 05:11:52 2001

whine whine whine.

whine whine whine.

whine whine whine.

if party shares bug you that much. don't party.

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

poster: Arkangyle
subject: ideas
date: Wed Jan 17 05:41:42 2001

  Just an idea from my wild and crazy mind about stuff ... these are
just ideas mind you:

1) If you don't actually play on the mud, feel free to stop
commenting on it as you have no basis.


2) If you haven't tried a specific eq mob, or at least even been in
the room with him, you probably can't really comment about his
difficulty/ability to be killed etc.

3)  If you've never played a specific guild tree, you also probably
have no idea how difficult it is or how imbalanced it is compared to
the one your in.  (Special note: trees change over time, so
something close to the current formation would be adviseable).

Just a couple wild thoughts I had.

- Arkangyle

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

poster: Quillz
subject: Guilds, ect
date: Thu Jan 18 08:11:49 2001

Praise to the wizzes for their continuous work in re-constructing
the guild trees. 
The omricon's are looking great. 
I just wish that there was some way to construct them so that an
omricon guild isn't required to max a bravo skill.
With changes like this, it does in fact weaken those who dont have
the exp for omricon. 
But it does fittingly up the ppl who can. 
Again, I wish there was some way to up the ppl who can afford it
without taking away from those who cant. 
Q

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

poster: Kjara
subject: pshares
date: Sat Jan 20 03:53:17 2001

Mabee you should inversly affect the party shares thing by level so
level inflated people don't get such high
shares in parties.
Just my 2 cents

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

poster: Xphere
subject: events
date: Sun Jan 21 12:06:24 2001

09:34:15: [event]: Event 'Nosuck' has started.
09:34:27: [event]: Event 'Time of Life' has started.
09:41:17: [event]: Event 'Nosuck' has ended.
09:41:21: [event]: Event 'Nosuck' has started.
09:41:40: [event]: Event 'FreeExp' has started.
09:45:18: [event]: Event 'Time of Life' has started.
09:48:19: [event]: Event 'Nosuck' has started.
09:55:24: [event]: Event 'Pigeon hunt' has started.
09:55:39: [event]: Event 'Golden Rain' has started.
09:56:24: [event]: Event 'Nosuck' has started.
i hope that came out alright, i cut and pasted it from kazulanths post
ok, as you can tell, time of life was ran 3x ni less than an hour,
only shows 2x there, but there was one more...
anyways, tol is an awesome even
not that i dont like the event, it is the best event probably, which
is a reason why it should not be ran so often no matter the
occasion, i love athy and all, but christ, 3 times in an hour for
the best event existing
maybe a time limit for even wizards running it is in order, since it
is such an awesome event

anyways, hope this post came out ok...
(xphere ducks from all the people throwing tomatoes at him)

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

poster: Zifnab
subject: >events
date: Sun Jan 21 14:22:30 2001

On Sun Jan 21 12:06:24 2001 Xphere wrote post #719:
> 09:34:15: [event]: Event 'Nosuck' has started.
> 09:34:27: [event]: Event 'Time of Life' has started.
> 09:41:17: [event]: Event 'Nosuck' has ended.
> 09:41:21: [event]: Event 'Nosuck' has started.
> 09:41:40: [event]: Event 'FreeExp' has started.
> 09:45:18: [event]: Event 'Time of Life' has started.
> 09:48:19: [event]: Event 'Nosuck' has started.
> 09:55:24: [event]: Event 'Pigeon hunt' has started.
> 09:55:39: [event]: Event 'Golden Rain' has started.
> 09:56:24: [event]: Event 'Nosuck' has started.
> i hope that came out alright, i cut and pasted it from kazulanths post
> ok, as you can tell, time of life was ran 3x ni less than an hour,
> only shows 2x there, but there was one more...
> anyways, tol is an awesome even
> not that i dont like the event, it is the best event probably, which
> is a reason why it should not be ran so often no matter the
> occasion, i love athy and all, but christ, 3 times in an hour for
> the best event existing
> maybe a time limit for even wizards running it is in order, since it
> is such an awesome event
> 
> anyways, hope this post came out ok...
> (xphere ducks from all the people throwing tomatoes at him)
there is a time limit, admin are exempt.

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

poster: Skillz
subject: arena
date: Sun Jan 21 15:49:46 2001

The vital part of witch power is broom waving. But witch can use a
broom while fighting on arena. Is there any real reason to forbid
this feature?

-Skillz former elder of clan bladez.

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

poster: Zifnab
subject: >arena
date: Sun Jan 21 16:23:22 2001

On Sun Jan 21 15:49:46 2001 Skillz wrote post #721:
> The vital part of witch power is broom waving. But witch can use a
> broom while fighting on arena. Is there any real reason to forbid
> this feature?
> 
> -Skillz former elder of clan bladez.
not other than its a pain in the ass to figure out if its
ok to kill person X wiht the broom, and pk/areana
is pretty low on the priority list

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

poster: Nyx
subject: >events
date: Mon Jan 22 01:06:28 2001

On Sun Jan 21 12:06:24 2001 Xphere wrote post #719:
> 09:34:15: [event]: Event 'Nosuck' has started.
> 09:34:27: [event]: Event 'Time of Life' has started.
> 09:41:17: [event]: Event 'Nosuck' has ended.
> 09:41:21: [event]: Event 'Nosuck' has started.
> 09:41:40: [event]: Event 'FreeExp' has started.
> 09:45:18: [event]: Event 'Time of Life' has started.
> 09:48:19: [event]: Event 'Nosuck' has started.
> 09:55:24: [event]: Event 'Pigeon hunt' has started.
> 09:55:39: [event]: Event 'Golden Rain' has started.
> 09:56:24: [event]: Event 'Nosuck' has started.
> i hope that came out alright, i cut and pasted it from kazulanths post
> ok, as you can tell, time of life was ran 3x ni less than an hour,
> only shows 2x there, but there was one more...
> anyways, tol is an awesome even
> not that i dont like the event, it is the best event probably, which
> is a reason why it should not be ran so often no matter the
> occasion, i love athy and all, but christ, 3 times in an hour for
> the best event existing
> maybe a time limit for even wizards running it is in order, since it
> is such an awesome event
> 
> anyways, hope this post came out ok...
> (xphere ducks from all the people throwing tomatoes at him)
There is a time limit. Just not for Admin. 

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

poster: Fox
subject: For 'death' channel.
date: Mon Jan 22 04:48:49 2001

Maybe instead of having 'Foo is cleaved in half by Foo.' displayed
as a shout...have it displayed on death channel like how a monster
would kill foo and emote to the person that it killed?
Just a thought....
   ~Fox

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

poster: Rydia
subject: align
date: Mon Jan 22 06:18:48 2001

This is just my idea.. maybe it makes sense. maybe make it so using
spells for your guilds affects your align? like if a harmer uses
peel flesh, every use will make him slightly eviler? ditto for a
healer.. every heal will make him slightly holier. it kinda makes
sense, seeing as your invoking evil/good power respectively each
time you cast the spell, and that would draw you closer to that
align. 
-rydia

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

poster: Trigon
subject: >align
date: Mon Jan 22 23:37:05 2001

On Mon Jan 22 06:18:48 2001 Rydia wrote post #725:
> This is just my idea.. maybe it makes sense. maybe make it so using
> spells for your guilds affects your align? like if a harmer uses
> peel flesh, every use will make him slightly eviler? ditto for a
> healer.. every heal will make him slightly holier. it kinda makes
> sense, seeing as your invoking evil/good power respectively each
> time you cast the spell, and that would draw you closer to that
> align. 
> -rydia
I'd like align not to change so quickly.  It really blows that I can
be satanic or demonic and I get into a dragon party and my align
goes down the toilet.  Once I hit sli. evil I lose like half my
spells.
Trigon

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

poster: Rambo
subject: Pocket Watch
date: Tue Jan 23 10:50:47 2001

Okey, the pocket watch's seems to be messed up....they are supposed
to say TICK/TOCK right before TICK/TOCK, but mine(and alot of others
too) have messed up and says TICK/TOCK whenever they feel for it.
maybe we should get a Clock Shop where ya can turn in your pocket
watch and pay a fee for about 5-10k and pick the pocket watch up
5-10 mins later and it's okey again. It's completly normal that
clocks stop working, but we should atleast get the chance to fix em
=)

Jus' my two cents.

RamBo al'Mithren
*Sealed with two arrows in blue wax*

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

poster: Pedron
subject: >Pocket Watch
date: Tue Jan 23 10:53:12 2001

On Tue Jan 23 10:50:47 2001 Rambo wrote post #727:
> Okey, the pocket watch's seems to be messed up....they are supposed
> to say TICK/TOCK right before TICK/TOCK, but mine(and alot of others
> too) have messed up and says TICK/TOCK whenever they feel for it.
> maybe we should get a Clock Shop where ya can turn in your pocket
> watch and pay a fee for about 5-10k and pick the pocket watch up
> 5-10 mins later and it's okey again. It's completly normal that
> clocks stop working, but we should atleast get the chance to fix em
> =)
> 
> Jus' my two cents.
> 
> RamBo al'Mithren
> *Sealed with two arrows in blue wax*
I think they changed something about tick/tock itself and the 
watch was thrown off by it.  Would be nice if the watch waas as 
accurate as the tick timers some of the mud clients have built int 
now.  It actually seemed to tick 55-65 seconds before a tick/tock, 
but I've noticed what rambo has now.  The thing 
ticks 1 second before some tick/tocks and near 90 seconds 
efore others.  It used to be cool. :P

pedron spam

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

poster: Zifnab
subject: >>Pocket Watch
date: Tue Jan 23 13:29:06 2001

On Tue Jan 23 10:53:12 2001 Pedron wrote post #728:
> On Tue Jan 23 10:50:47 2001 Rambo wrote post #727:
> > Okey, the pocket watch's seems to be messed up....they are supposed
> > to say TICK/TOCK right before TICK/TOCK, but mine(and alot of others
> > too) have messed up and says TICK/TOCK whenever they feel for it.
> > maybe we should get a Clock Shop where ya can turn in your pocket
> > watch and pay a fee for about 5-10k and pick the pocket watch up
> > 5-10 mins later and it's okey again. It's completly normal that
> > clocks stop working, but we should atleast get the chance to fix em
> > =)
> > 
> > Jus' my two cents.
> > 
> > RamBo al'Mithren
> > *Sealed with two arrows in blue wax*
> I think they changed something about tick/tock itself and the 
> watch was thrown off by it.  Would be nice if the watch waas as 
> accurate as the tick timers some of the mud clients have built int 
> now.  It actually seemed to tick 55-65 seconds before a tick/tock, 
> but I've noticed what rambo has now.  The thing 
> ticks 1 second before some tick/tocks and near 90 seconds 
> efore others.  It used to be cool. :P
> 
> pedron spam
they are unrelated items, nothing changed.


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

poster: Pedron
subject: pk/raider register
date: Tue Jan 23 22:31:24 2001

Alright how about this one: You can Register for the 
ability to be a castle Raider.
As with pk registering, you would only be able to 
raid other registered raiders.
With this registration you gain the ability to 
bash down doors or pick locks somehow or other.
Folks not registered would have the invincible doors 
with inpickable locks. :)

I understand castles are being overhauled and stuff, but I imagine 
there will be some replacement for storing extra sets of eq that 
could be raided. :P  Also, people 
not registered raiders could quit from a castle and be moved 
to the adv guild, while raiders just have to bash down one door 
or other to get out or move further in.

Pk'ers can already kill/be killed by each other's guards.  Raiders 
could get door-smashing, safe-cracking, and lock-picking toys 
and risk losing their own sets of eq for the chance to raid other raiders. :)

That's my idea.

-pedrno
er.. pedron spam


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

poster: Pedron
subject: ways of evil
date: Tue Jan 23 23:51:15 2001

Maybe have some high level harmer ability 
to cause someone's alignment to become more evil?
Kind of like the avatars or whoever listen to your sins to make 
you more good, this ability would be the harmer 
training the subject or teaching 
them rather, the ways of evil.
Couldnt cast it on yourself, only others.
Maybe alignment of the caster affects how effective the spell/skill is.

Apologies if they have something like this, but 
would be nice not to have harmers run off to fix alignments when we're 
doing eq/exp. ;>

-pedron

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

poster: Trigon
subject: >ways of evil
date: Wed Jan 24 01:14:27 2001

On Tue Jan 23 23:51:15 2001 Pedron wrote post #731:
> Maybe have some high level harmer ability 
> to cause someone's alignment to become more evil?
> Kind of like the avatars or whoever listen to your sins to make 
> you more good, this ability would be the harmer 
> training the subject or teaching 
> them rather, the ways of evil.
> Couldnt cast it on yourself, only others.
> Maybe alignment of the caster affects how effective the spell/skill is.
> 
> Apologies if they have something like this, but 
> would be nice not to have harmers run off to fix alignments when we're 
> doing eq/exp. ;>
> 
> -pedron
If this were made, it would bump mb and clw off the most used spells
list imho...
Trigon

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

poster: Baer
subject: >>ways of evil
date: Wed Jan 24 01:19:08 2001

On Wed Jan 24 01:14:27 2001 Trigon wrote post #732:
> On Tue Jan 23 23:51:15 2001 Pedron wrote post #731:
> > Maybe have some high level harmer ability 
> > to cause someone's alignment to become more evil?
> > Kind of like the avatars or whoever listen to your sins to make 
> > you more good, this ability would be the harmer 
> > training the subject or teaching 
> > them rather, the ways of evil.
> > Couldnt cast it on yourself, only others.
> > Maybe alignment of the caster affects how effective the spell/skill is.
> > 
> > Apologies if they have something like this, but 
> > would be nice not to have harmers run off to fix alignments when we're 
> > doing eq/exp. ;>
> > 
> > -pedron
> If this were made, it would bump mb and clw off the most used spells
> list imho...
> Trigon
Theres no reason to copy the good cleric spells into the evil cleric
guilds. They two branches of the guild tree are quite different.
Remember that it is much easier for a harmer to solo his way out of
being good than it is a healer to solo out of evil.

But if there was such a skill, it should be named ladyhawk, since
this name represents pure evil. And we can 'use ladyhawk at target'
hehehe.


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

poster: Trigon
subject: >>>ways of evil
date: Wed Jan 24 01:24:17 2001

On Wed Jan 24 01:19:08 2001 Baer wrote post #733:
> On Wed Jan 24 01:14:27 2001 Trigon wrote post #732:
> > On Tue Jan 23 23:51:15 2001 Pedron wrote post #731:
> > > Maybe have some high level harmer ability 
> > > to cause someone's alignment to become more evil?
> > > Kind of like the avatars or whoever listen to your sins to make 
> > > you more good, this ability would be the harmer 
> > > training the subject or teaching 
> > > them rather, the ways of evil.
> > > Couldnt cast it on yourself, only others.
> > > Maybe alignment of the caster affects how effective the spell/skill is.
> > > 
> > > Apologies if they have something like this, but 
> > > would be nice not to have harmers run off to fix alignments when we're 
> > > doing eq/exp. ;>
> > > 
> > > -pedron
> > If this were made, it would bump mb and clw off the most used spells
> > list imho...
> > Trigon
> Theres no reason to copy the good cleric spells into the evil cleric
> guilds. They two branches of the guild tree are quite different.
> Remember that it is much easier for a harmer to solo his way out of
> being good than it is a healer to solo out of evil.
> 
> But if there was such a skill, it should be named ladyhawk, since
> this name represents pure evil. And we can 'use ladyhawk at target'
> hehehe.
> 
There is no reason other than it would rock the house.  And if I
recall correctly a healer doesn't lose heal/half-heal if they hit
nuetral, whereas when I hit sli. evil I lose peel flesh, magical
brand, prayer to grithmal, mana drain(don't have it trained, but
still) life drain, images of torture, and I'm pretty sure rack stuff
is align affected.  Once I hit sli. evil I'm basically screwed.
Trigon

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

poster: Trigon
subject: Eje
date: Wed Jan 24 01:26:11 2001

Is there some way eje could work somewhat like the collector.  Like
instead of saying "I have recieved too many of these" it could be
individually based so I can still sac say my frith boots even
someone who goes and solo's frith every night*cough* sacs frith
boots numerous times.
Trigon

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

poster: Apathy
subject: >>>ways of evil
date: Wed Jan 24 16:48:02 2001

> Theres no reason to copy the good cleric spells into the evil cleric
> guilds. They two branches of the guild tree are quite different.
> Remember that it is much easier for a harmer to solo his way out of
> being good than it is a healer to solo out of evil.

Except that redemption can't be cast on the caster, so they either
have to solo their way out of being good or find somebody else who's
bothered to study the spell. And maybe I'm wrong, since I haven't
been a healer in a while now, but I don't think redemption is the
most popular spell in the guild.

-Apathy

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

poster: Jordali
subject: >>>>ways of evil
date: Wed Jan 24 18:10:32 2001

On Wed Jan 24 16:48:02 2001 Apathy wrote post #736:
> > Theres no reason to copy the good cleric spells into the evil cleric
> > guilds. They two branches of the guild tree are quite different.
> > Remember that it is much easier for a harmer to solo his way out of
> > being good than it is a healer to solo out of evil.
> 
> Except that redemption can't be cast on the caster, so they either
> have to solo their way out of being good or find somebody else who's
> bothered to study the spell. And maybe I'm wrong, since I haven't
> been a healer in a while now, but I don't think redemption is the
> most popular spell in the guild.
> 
> -Apathy
I have had ideas on this for quite a while, but the guild recode has been
delayed for a bit...now that you've brought it up, I'll mention that
my ideas were for certain very specific skills to shift alignment towards
evil, so that the harmer had to work at it.  I don't think blasting
spell casting is a good idea...too frequent and too varied between
players/parties to balance easily.  My thought was for skills like sacrifice
corpse, offer blood (more significant shift), and some time consuming skill
ideas from my proposed guild tree to be the method of shifting alignment.
I am against a simple spell like redemption because I try to avoid simply
copying, I try to balance the increased strength at omicron levels that
my proposed tree can have while leaving in some major weaknesses
of the current guild tree, and my goal for the tree is a tree that,
while not crippled in frustrating arbitrary ways, does require thought
and not simple near "bot" like repetition to play.

Again, since the subject has been brought up, I thought I'd get some
feedback on this approach.

-J

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

poster: Magneto
subject: >>>>>ways of evil
date: Wed Jan 24 19:00:18 2001

hrm how about a 'rip my own heart out and offer it to the dark gods' skill
say if you fail it you die instantly, lose a stat till reinc, mildly
success you die and your alignment shifts negative.  big sucess the
gods accept the act of devotion and dont let ya die.  Of course
would be loads of fun to use sacrifice other persons heart in pk too
=)
*random babblings that keep me from getting real work done*
Mags

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

poster: Rambo
subject: Guild Rankings
date: Thu Jan 25 11:09:24 2001

There should be a message when you receive a new rank from your guild item.

Jus' my two cents.


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

poster: Max
subject: Mana drain
date: Thu Jan 25 13:26:59 2001

ow about making it so you can see the amount of sps you drain from
the mud. I havn't been cleric for a while but if i can remember
correctly it told you the amount that you healed...How about making
it have the same type of command but how many you take away from
people. I just don't like that it doesn'
doesn't give an amount....
And if there is a way that you can see the sps that you gain, can
someone tell me please?:)

max

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

poster: Mixer
subject: >Mana drain
date: Fri Jan 26 00:48:59 2001

On Thu Jan 25 13:26:59 2001 Max wrote post #741:
> ow about making it so you can see the amount of sps you drain from
> the mud. I havn't been cleric for a while but if i can remember
> correctly it told you the amount that you healed...How about making
> it have the same type of command but how many you take away from
> people. I just don't like that it doesn'
> doesn't give an amount....
> And if there is a way that you can see the sps that you gain, can
> someone tell me please?:)
> 
> max
I know this is radical... but how about your prompt???

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

poster: Trigon
subject: Wanker rogues
date: Fri Jan 26 01:03:46 2001

Make that blinding dust spray not usable on non-pk people.  It's not very fun
Trigon the blinded

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

poster: Pedron
subject: timewarp!
date: Fri Jan 26 02:25:55 2001

Alright I have no real idea where this might go, 
maybe omicron psychics or something.
It'll probably be a real insane 
pain to code too, but it sounds cool right now. :)

Timewarp would be the ability to undo/reverse the last 
action the player did.
Would exclude tells and channel, look score 
and other passive information things like that.
Would include commands to walk/use/push/pull/move/eat/wear/wield 
cast/use, maybe kill, drink, wave, 
open close turn...action verb things like that.

It could undo the last such action in the player's history, 
a random action in their history on partial success, or maybe cause a 
random action or nothing to happen on failure.

Would be hard to query the player's condition before and 
after a given action was taken I suppose, but the ability 
seems extremely unique among spells here.
(yeah I know you can cure poison, heal damage, run back the way you came, 
beam back to ur beacons, close the door back and all that, 
but there are some situations that might be irreversable by normal means. :P )

I could see possible abuse of random/unknown lodestones with it, 
but other applications might be to move back out of a deathtrap room, 
pacify a monster you just attacked, move back up 
out of the pit pulling that lever just dropped you into 
or back to the top of the hole you just jumped down and 
died in.  Stuff like that. :)

Maybe unsac an object you just sacc'd or sold to a shop, 
get back a key that crubled to dust when 
you unlocked a door(and of course close/lock the door back the way it was)

In parties with graxon and misc other highbies, I've seen cool 
abilities I never imagined were in the game till then.  Hoping a 
timewarp.. ..oh yeah, could undo that last chant 
if you summoned some big unnamed serpent and had nobody to help you 
kill it even if you could tank it.. 
hope timewarp joins their ranks. *grin*

-pedron spam

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

poster: Zifnab
subject: >timewarp!
date: Fri Jan 26 03:18:31 2001

On Fri Jan 26 02:25:55 2001 Pedron wrote post #744:
> Alright I have no real idea where this might go, 
> maybe omicron psychics or something.
> It'll probably be a real insane 
> pain to code too, but it sounds cool right now. :)
> 
> Timewarp would be the ability to undo/reverse the last 
> action the player did.
> Would exclude tells and channel, look score 
> and other passive information things like that.
> Would include commands to walk/use/push/pull/move/eat/wear/wield 
> cast/use, maybe kill, drink, wave, 
> open close turn...action verb things like that.
> 
> It could undo the last such action in the player's history, 
> a random action in their history on partial success, or maybe cause a 
> random action or nothing to happen on failure.
> 
> Would be hard to query the player's condition before and 
> after a given action was taken I suppose, but the ability 
> seems extremely unique among spells here.
> (yeah I know you can cure poison, heal damage, run back the way you came, 
> beam back to ur beacons, close the door back and all that, 
> but there are some situations that might be irreversable by normal means.
:P )
> 
> I could see possible abuse of random/unknown lodestones with it, 
> but other applications might be to move back out of a deathtrap room, 
> pacify a monster you just attacked, move back up 
> out of the pit pulling that lever just dropped you into 
> or back to the top of the hole you just jumped down and 
> died in.  Stuff like that. :)
> 
> Maybe unsac an object you just sacc'd or sold to a shop, 
> get back a key that crubled to dust when 
> you unlocked a door(and of course close/lock the door back the way it was)
> 
> In parties with graxon and misc other highbies, I've seen cool 
> abilities I never imagined were in the game till then.  Hoping a 
> timewarp.. ..oh yeah, could undo that last chant 
> if you summoned some big unnamed serpent and had nobody to help you 
> kill it even if you could tank it.. 
> hope timewarp joins their ranks. *grin*
> 
> -pedron spam
as cool as it sounds, there is no way in hell we could do that
as things stand right now.

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

poster: Rambo
subject: >>timewarp!
date: Fri Jan 26 08:21:45 2001

I totaly agree with Zifnab on this one, if Timewarp would work as
Pedron wanted, a whole party could undo attacking an non-agro mob,
and if someone with Timewarp and a harmer parties, they can kill
almost anything. the harmer uses harm body and walks out of the
room, the Timewarp'er undoe's the command but the mob will still be
hurt and now not aggro.

I don't like the idea with Timewarp, but that's maybe jus' me.

RamBo
*Sealed with two arrows in blue wax*

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

poster: Pedron
subject: >>>timewarp!
date: Fri Jan 26 08:26:23 2001

On Fri Jan 26 08:21:45 2001 Rambo wrote post #746:
> I totaly agree with Zifnab on this one, if Timewarp would work as
> Pedron wanted, a whole party could undo attacking an non-agro mob,
> and if someone with Timewarp and a harmer parties, they can kill
> almost anything. the harmer uses harm body and walks out of the
> room, the Timewarp'er undoe's the command but the mob will still be
> hurt and now not aggro.
> 
> I don't like the idea with Timewarp, but that's maybe jus' me.
> 
> RamBo
> *Sealed with two arrows in blue wax*
I think he just meant it would be next to impossible to reverse 
actions that aren't always straight forward even 
if there was a device in the mudlib to log all the 
effects of a given action. :P

The timewarp would undo the caster's action.  If they 
attacked a monster, they'd be removed from it's list of 
targets when timewarp was used to undo that attack.
Anyone else who blasted the thing would still have to 
deal with it.

The abuse I imagined would be to use an unknown/random lodestone, 
find the new place sucks or you figure how to get there on foot, then 
timewarp to recover the charge on the lodestone 
and find some place more cool. 

-pedron spam says read the posts you respond to.

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

poster: Quillz
subject: >Wanker rogues
date: Fri Jan 26 10:31:57 2001

On Fri Jan 26 01:03:46 2001 Trigon wrote post #743:
> Make that blinding dust spray not usable on non-pk people.  It's not very
fun
> Trigon the blinded
How bout make all rogues pk?
Q the bloodthirsty

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

poster: Marvin
subject: >>Wanker rogues
date: Fri Jan 26 13:10:07 2001

On Fri Jan 26 10:31:57 2001 Quillz wrote post #748:
> On Fri Jan 26 01:03:46 2001 Trigon wrote post #743:
> > Make that blinding dust spray not usable on non-pk people.  It's not very
> fun
> > Trigon the blinded
> How bout make all rogues pk?
> Q the bloodthirsty

Yeah! Lets make the rogue guild _harder_ to play!
who guild rogue
Hmm...

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

poster: Quillz
subject: >>>Wanker rogues
date: Fri Jan 26 17:58:49 2001

On Fri Jan 26 13:10:07 2001 Marvin wrote post #749:
> On Fri Jan 26 10:31:57 2001 Quillz wrote post #748:
> > On Fri Jan 26 01:03:46 2001 Trigon wrote post #743:
> > > Make that blinding dust spray not usable on non-pk people.  It's not
very
> > fun
> > > Trigon the blinded
> > How bout make all rogues pk?
> > Q the bloodthirsty
> 
> Yeah! Lets make the rogue guild _harder_ to play!
> who guild rogue
> Hmm...
Touche
Q

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

poster: Bajumbo
subject: >timewarp!
date: Fri Jan 26 19:07:55 2001

On Fri Jan 26 02:25:55 2001 Pedron wrote post #744:
> Alright I have no real idea where this might go, 
> maybe omicron psychics or something.
> It'll probably be a real insane 
> pain to code too, but it sounds cool right now. :)
> 
> Timewarp would be the ability to undo/reverse the last 
> action the player did.
> Would exclude tells and channel, look score 
> and other passive information things like that.
> Would include commands to walk/use/push/pull/move/eat/wear/wield 
> cast/use, maybe kill, drink, wave, 
> open close turn...action verb things like that.
> 
> It could undo the last such action in the player's history, 
> a random action in their history on partial success, or maybe cause a 
> random action or nothing to happen on failure.
> 
> Would be hard to query the player's condition before and 
> after a given action was taken I suppose, but the ability 
> seems extremely unique among spells here.
> (yeah I know you can cure poison, heal damage, run back the way you came, 
> beam back to ur beacons, close the door back and all that, 
> but there are some situations that might be irreversable by normal means.
:P )
> 
> I could see possible abuse of random/unknown lodestones with it, 
> but other applications might be to move back out of a deathtrap room, 
> pacify a monster you just attacked, move back up 
> out of the pit pulling that lever just dropped you into 
> or back to the top of the hole you just jumped down and 
> died in.  Stuff like that. :)
> 
> Maybe unsac an object you just sacc'd or sold to a shop, 
> get back a key that crubled to dust when 
> you unlocked a door(and of course close/lock the door back the way it was)
> 
> In parties with graxon and misc other highbies, I've seen cool 
> abilities I never imagined were in the game till then.  Hoping a 
> timewarp.. ..oh yeah, could undo that last chant 
> if you summoned some big unnamed serpent and had nobody to help you 
> kill it even if you could tank it.. 
> hope timewarp joins their ranks. *grin*
> 
> -pedron spam

Are you talking about a time control guild?
You can even create another you just like a familiar but with the
same spells/skills or delay/speed up effects of poisons/potions or
do multiple attacks with a certain skill

Baj (wish he could have another clonelike that is on his side)


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

poster: Apathy
subject: >>timewarp!
date: Fri Jan 26 19:52:52 2001

Actually, we have a timewarp spell, aka the 'freeze' command ;)

-Apathy

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

poster: Tigran
subject: >>>timewarp!
date: Fri Jan 26 19:53:28 2001

On Fri Jan 26 19:52:52 2001 Apathy wrote post #752:
> Actually, we have a timewarp spell, aka the 'freeze' command ;)
> 
> -Apathy
Cool as the idea may sound for this timewarp spell...it's virtually
impossible to code.

T

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

poster: Pedron
subject: >>>Wanker rogues
date: Sat Jan 27 00:01:44 2001

On Fri Jan 26 13:10:07 2001 Marvin wrote post #749:
> On Fri Jan 26 10:31:57 2001 Quillz wrote post #748:
> > On Fri Jan 26 01:03:46 2001 Trigon wrote post #743:
> > > Make that blinding dust spray not usable on non-pk people.  It's not
very
> > fun
> > > Trigon the blinded
> > How bout make all rogues pk?
> > Q the bloodthirsty
> 
> Yeah! Lets make the rogue guild _harder_ to play!
> who guild rogue
> Hmm...
Maybe make warriors guildtree all pk. :)

pedron glances at his plan
(Xphere tells you: fuge just spent 120m exp on his reinc)

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

poster: Arkangyle
subject: slow/speed up poison effects
date: Sat Jan 27 00:12:46 2001

Altering the speed that poisons affect an individual is already
possible, though I don't know of any intances where it's used.

- Arkangyle

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

poster: Pedron
subject: >slow/speed up poison effects
date: Sat Jan 27 00:15:24 2001

On Sat Jan 27 00:12:46 2001 Arkangyle wrote post #755:
> Altering the speed that poisons affect an individual is already
> possible, though I don't know of any intances where it's used.
> 
> - Arkangyle
Maybe query weight/size of the target, poison resses.
Could also make a variety of poisons for faster/brief/more damaging 
effects and slow poisons with slower/longer/less damaging effects.

pedron thinks those details could go into poisons coded if none 
already use them.

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

poster: Bahgtru
subject: Blackaver/Newbie
date: Sat Jan 27 02:23:24 2001

I think there should be a map for Blackaver... if only just on a
sign somewhere.

Also, I think that newbie weapon/armor should have some sort of tag,
so what happened with me doesn't happen to any other newbies.

- Bahgtru

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

poster: Wildchild
subject: >Blackaver/Newbie
date: Sat Jan 27 02:24:54 2001

On Sat Jan 27 02:23:24 2001 Bahgtru wrote post #757:
> I think there should be a map for Blackaver... if only just on a
> sign somewhere.
> 
> Also, I think that newbie weapon/armor should have some sort of tag,
> so what happened with me doesn't happen to any other newbies.
> 
> - Bahgtru

I think you should check out my website :)

-WC

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

poster: Lu
subject: >>Blackaver/Newbie
date: Sat Jan 27 02:25:27 2001

even if wc didnt have an awesome website, typing map does wonders
-lu

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

poster: Bahgtru
subject: >>>Blackaver/Newbie
date: Sat Jan 27 02:26:04 2001

I mean in the city

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

poster: Daran
subject: >>>>Blackaver/Newbie
date: Sat Jan 27 02:27:16 2001

On Sat Jan 27 02:26:04 2001 Bahgtru wrote post #760:
> I mean in the city
Why? There isnt really much in the city to have a need for a map.

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

poster: Bahgtru
subject: >>>>>Blackaver/Newbie
date: Sat Jan 27 02:29:44 2001

F

Except some newbies are getting completely lost... too dumb to warp.
Same with ppl who have just gone lvl 16. Just to make it easier.

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

poster: Wildchild
subject: >>>>>>Blackaver/Newbie
date: Sat Jan 27 02:30:47 2001

On Sat Jan 27 02:29:44 2001 Bahgtru wrote post #762:
> F
> 
> Except some newbies are getting completely lost... too dumb to warp.
> Same with ppl who have just gone lvl 16. Just to make it easier.

How about creating a map for yourself on paper? Or do we have to
keep catering to the blatantly lazy? Btw, there is a website out
there that has a map for the city, I just refuse to tell that
players name :)

-WC

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

poster: Fuge
subject: target preferences
date: Sat Jan 27 05:53:05 2001

i would like to see fighting be able to be switched so that targets
can be changed during combat. 

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

poster: Lu
subject: >>>>>>>Blackaver/Newbie
date: Sat Jan 27 06:00:26 2001

hmm, i believe campino??, or sumthin
*hides from wc*
-lu

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

poster: Zax
subject: >>Mana drain
date: Sat Jan 27 07:11:25 2001

On Fri Jan 26 00:48:59 2001 Mixer wrote post #742:
> On Thu Jan 25 13:26:59 2001 Max wrote post #741:
> > ow about making it so you can see the amount of sps you drain from
> > the mud. I havn't been cleric for a while but if i can remember
> > correctly it told you the amount that you healed...How about making
> > it have the same type of command but how many you take away from
> > people. I just don't like that it doesn'
> > doesn't give an amount....
> > And if there is a way that you can see the sps that you gain, can
> > someone tell me please?:)
> > 
> > max
> I know this is radical... but how about your prompt???

you mean use subtraction??? perhaps plz code a calculator in the mud
too so we cdon't have to do the sums in our head :/


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

poster: Bahgtru
subject: Player Killing
date: Sat Jan 27 10:39:35 2001

I think it would be better if u get a reward for say, a certain amount of pks.

- Bahgtru gone Evil

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

poster: Tahnval
subject: >>>>>>>Blackaver/Newbie
date: Sun Jan 28 04:27:52 2001

On Sat Jan 27 02:30:47 2001 Wildchild wrote post #763:
> On Sat Jan 27 02:29:44 2001 Bahgtru wrote post #762:
> > F
> > 
> > Except some newbies are getting completely lost... too dumb to warp.
> > Same with ppl who have just gone lvl 16. Just to make it easier.
> 
> How about creating a map for yourself on paper? Or do we have to
> keep catering to the blatantly lazy? Btw, there is a website out
> there that has a map for the city, I just refuse to tell that
> players name :)
> 
> -WC
Isn't the city a non-logical map?  Either that or I got *really*
confused when I was mapping it 8-)

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

poster: Pedron
subject: >>>>>>>>Blackaver/Newbie
date: Sun Jan 28 05:18:36 2001

On Sun Jan 28 04:27:52 2001 Tahnval wrote post #768:
> On Sat Jan 27 02:30:47 2001 Wildchild wrote post #763:
> > On Sat Jan 27 02:29:44 2001 Bahgtru wrote post #762:
> > > F
> > > 
> > > Except some newbies are getting completely lost... too dumb to warp.
> > > Same with ppl who have just gone lvl 16. Just to make it easier.
> > 
> > How about creating a map for yourself on paper? Or do we have to
> > keep catering to the blatantly lazy? Btw, there is a website out
> > there that has a map for the city, I just refuse to tell that
> > players name :)
> > 
> > -WC
> Isn't the city a non-logical map?  Either that or I got *really*
> confused when I was mapping it 8-)
From the palace gates I think you have 4 nonlogical diamonds that branco 
off ne/se/sw/nw with the palace to the east, zoo north, shops and guild west.
It's not alot of rooms and you get used to it like any other area 
eventually. :P

-pedron spam

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

poster: Zifnab
subject: >>>>>>>>Blackaver/Newbie
date: Sun Jan 28 05:33:56 2001

On Sun Jan 28 04:27:52 2001 Tahnval wrote post #768:
> On Sat Jan 27 02:30:47 2001 Wildchild wrote post #763:
> > On Sat Jan 27 02:29:44 2001 Bahgtru wrote post #762:
> > > F
> > > 
> > > Except some newbies are getting completely lost... too dumb to warp.
> > > Same with ppl who have just gone lvl 16. Just to make it easier.
> > 
> > How about creating a map for yourself on paper? Or do we have to
> > keep catering to the blatantly lazy? Btw, there is a website out
> > there that has a map for the city, I just refuse to tell that
> > players name :)
> > 
> > -WC
> Isn't the city a non-logical map?  Either that or I got *really*
> confused when I was mapping it 8-)
the exits in some areas dont lead to room right next to each
other, but there is nothing non logical about it, once you
realize that. 

by not next to each other, if your mapping it on graph paper
there appear to be missing rooms.

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

poster: Firedragon
subject: New races
date: Sun Jan 28 06:53:30 2001

I think there should be a dragon to chose from
and a demon

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

poster: Lokie
subject: >New races
date: Sun Jan 28 07:33:06 2001

On Sun Jan 28 06:53:30 2001 Firedragon wrote post #771:
> I think there should be a dragon to chose from
> and a demon
we just put new races in the game trust me dragons and demons have
been though of before and dismissed
lokie

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

poster: Adjudicator
subject: Thiefs and such.
date: Sun Jan 28 21:09:08 2001

How about the RDC guards be aggro to thiefs that pickpocket people in RDC?

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

poster: Trigon
subject: >Thiefs and such.
date: Sun Jan 28 21:10:46 2001

On Sun Jan 28 21:09:08 2001 Adjudicator wrote post #774:
> How about the RDC guards be aggro to thiefs that pickpocket people in RDC?
Each pickpocket takes less than 100 gold, just do who guild thief
and avoid them, and if I see Foo is ready to perform his skill and
nothing after that, go deposit your gold.  Or just avoid mafte
mfate even
Trigon

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

poster: Malifix
subject: >>Thiefs and such.
date: Sun Jan 28 21:46:12 2001

On Sun Jan 28 21:10:46 2001 Trigon wrote post #775:
> On Sun Jan 28 21:09:08 2001 Adjudicator wrote post #774:
> > How about the RDC guards be aggro to thiefs that pickpocket people in RDC?
> Each pickpocket takes less than 100 gold, just do who guild thief
> and avoid them, and if I see Foo is ready to perform his skill and
> nothing after that, go deposit your gold.  Or just avoid mafte
> mfate even
> Trigon
Hey who cares about that little amount of gold.  Any thief who wants
to practice on me is welcome to do so.
Hey who cares about that little amount of gold.  Any thief who wants
to practice on me is welcome to do so.**


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

poster: Quillz
subject: >>Thiefs and such.
date: Sun Jan 28 23:18:32 2001

On Sun Jan 28 21:10:46 2001 Trigon wrote post #775:
> On Sun Jan 28 21:09:08 2001 Adjudicator wrote post #774:
> > How about the RDC guards be aggro to thiefs that pickpocket people in RDC?
> Each pickpocket takes less than 100 gold, just do who guild thief
> and avoid them, and if I see Foo is ready to perform his skill and
> nothing after that, go deposit your gold.  Or just avoid mafte
> mfate even
> Trigon
I beg to differ.
I made close to 600k in less than 2 weeks as rogue pickpocketing. 
I've gotten as much as 20000 gold from 1, yes 1 pickpocket. 
So thanks to all those who idled (with lotsa gold) while I was rogue :)
Q the broke no longer rogue.

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

poster: Jaguar
subject: wish / unwish
date: Mon Jan 29 00:32:31 2001

Seeing as we have an un-PK machine, why can't we have an un-wish
machine to get our tps back? Maybe we would have to pay to use it
say 50k? The only option we have at the moment is reinc, which seems
a bit pointless and pricey if you want the same race/guild just a
different wish..

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

poster: Trigon
subject: >>>Thiefs and such.
date: Mon Jan 29 03:02:27 2001

On Sun Jan 28 23:18:32 2001 Quillz wrote post #777:
> On Sun Jan 28 21:10:46 2001 Trigon wrote post #775:
> > On Sun Jan 28 21:09:08 2001 Adjudicator wrote post #774:
> > > How about the RDC guards be aggro to thiefs that pickpocket people in
RDC?
> > Each pickpocket takes less than 100 gold, just do who guild thief
> > and avoid them, and if I see Foo is ready to perform his skill and
> > nothing after that, go deposit your gold.  Or just avoid mafte
> > mfate even
> > Trigon
> I beg to differ.
> I made close to 600k in less than 2 weeks as rogue pickpocketing. 
> I've gotten as much as 20000 gold from 1, yes 1 pickpocket. 
> So thanks to all those who idled (with lotsa gold) while I was rogue :)
> Q the broke no longer rogue.
Well this first post was in response to mfate, and seeing as how his
is lvl 16(I have a lvl 16 rogue secondary myself) I got 77 gold my
first and only pickpocket try, so yes it's a big deal when a highbie
does it, but not mfate. :)
Trigon

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

poster: Apathy
subject: >wish / unwish
date: Mon Jan 29 03:23:45 2001

On Mon Jan 29 00:32:31 2001 Jaguar wrote post #778:
> Seeing as we have an un-PK machine, why can't we have an un-wish
> machine to get our tps back? Maybe we would have to pay to use it
> say 50k? The only option we have at the moment is reinc, which seems
> a bit pointless and pricey if you want the same race/guild just a
> different wish..

If you don't like your wish, then you shouldn't have chosen it in
the first place. It's very easy to change your wishes by reincing,
and you get to reallocate your training at the same time as well.
Reincing is insanely cheap in this mud, so I think you're not going
to find much pity on this issue.

-Apathy

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

poster: Zifnab
subject: >wish / unwish
date: Mon Jan 29 03:31:29 2001

On Mon Jan 29 00:32:31 2001 Jaguar wrote post #778:
> Seeing as we have an un-PK machine, why can't we have an un-wish
> machine to get our tps back? Maybe we would have to pay to use it
> say 50k? The only option we have at the moment is reinc, which seems
> a bit pointless and pricey if you want the same race/guild just a
> different wish..
its abuseable, as sigwald said earlier, 
buy an all skills wish, train them to X percent, then
trade it in.

besides reincing is very painless here if you wait
long enough to do it.
**

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

poster: Lu
subject: gauntlet
date: Mon Jan 29 11:10:16 2001

a plaque like the xp plaues that has each person and how far they
got in the gauntelt
-lu

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

poster: Lu
subject: green mist
date: Tue Jan 30 15:07:19 2001

i think the spell green mist should get some color added to it, the
word poisonois should be green
that way lavs wont feel superior for there burn special
-lu

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

poster: Raw
subject: Stun resistance
date: Tue Jan 30 15:29:38 2001

It would be cool if the stun resistance was dependent on how much
damage was taken along with the stun. That way a stun from a [40] hit
is harder to resist than from a [15] hit, and a stun from a spell
doing incredible damage would be even harder to resist.

Raw

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

poster: Kjara
subject: Wimpy penalty
date: Tue Jan 30 23:00:16 2001

I must have missed the post that stated the change in wimpy a couple
moonths back(where you lose a % of ur hp/sp/ep)
Recently ive been loseing like 40-50% each time im wimpy and that
kills my chance of tanking any thing big, i guess my whole
point is isn't 40-50% excessive penalty for a ability that fails a
lot(i mean you can still die either by its failing
or wimpying into a diff mob, and that if the penalty is keep mabee
give us more options(wimpy direction mabee for one)?

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

poster: Rydia
subject: MA's
date: Tue Jan 30 23:05:44 2001

In my opinion, lower lvl ma's have been tuned down waaay too much.
maybe a wiz should play a test char martial artist. Atm im lvl 40,
in the tiger master guild. all of my "hitting" skills are around 90.
this includes attack, ma, fists of fury, offhand attack, dragon
fist, deliver crits, counter dodge, style pref, soul of the tiger,
ect. all of these are 80-90 percent. thats not fantastic i know, but
really, imho, that deserves more than an average of 2(!!!!) hits per
round. fighters get 2 hits per round with double hit.. i trained
like 9 skills to do the same? something seems odd. i mean, my tiger
agression special actually goes off more than i hit. I dont know
what should be changed, but something really should be.
-rydia

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

poster: Zifnab
subject: >Wimpy penalty
date: Tue Jan 30 23:52:17 2001

On Tue Jan 30 23:00:16 2001 Kjara wrote post #785:
> I must have missed the post that stated the change in wimpy a couple
> moonths back(where you lose a % of ur hp/sp/ep)
> Recently ive been loseing like 40-50% each time im wimpy and that
> kills my chance of tanking any thing big, i guess my whole
> point is isn't 40-50% excessive penalty for a ability that fails a
> lot(i mean you can still die either by its failing
> or wimpying into a diff mob, and that if the penalty is keep mabee
> give us more options(wimpy direction mabee for one)?
there was no post, it has been like that as far back as i can
remember which is 4 years of the mud, it probably hasnt been 
doing that that long, but its a lot longer then the imagined couple of months.

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

poster: Warchief
subject: >MA's
date: Wed Jan 31 02:20:05 2001

On Tue Jan 30 23:05:44 2001 Rydia wrote post #786:
> In my opinion, lower lvl ma's have been tuned down waaay too much.
> maybe a wiz should play a test char martial artist. Atm im lvl 40,
> in the tiger master guild. all of my "hitting" skills are around 90.
> this includes attack, ma, fists of fury, offhand attack, dragon
> fist, deliver crits, counter dodge, style pref, soul of the tiger,
> ect. all of these are 80-90 percent. thats not fantastic i know, but
> really, imho, that deserves more than an average of 2(!!!!) hits per
> round. fighters get 2 hits per round with double hit.. i trained
> like 9 skills to do the same? something seems odd. i mean, my tiger
> agression special actually goes off more than i hit. I dont know
> what should be changed, but something really should be.
> -rydia

Well, for one, maybe I don't know something, but I don't think tiger
aggression can go off more often than you hit =P.  Second, only two
of those skills (off hand attack and fists of fury) affect the
amount of hits that you get, you need to get four levels in the
snake guild for fury of the snake to get more hits.  I think with
just those two skills you should average 3-4 hits per round (after
all, they are only beta level skills) and with fury of the snake and
well trained soul of the snake, you should average 5-6 hits per
round.  This is also with good dexterity.  Your hits should do
pretty decent damage, and some of it is "invisible" to us, namely
with the skill tiger aggression.  You're going to need more
dexterity to get more hits.  Lower level Martial Artists bit it in
the rear pretty hard when the Dragon Masters guild came out as well
as the more frequent but weakened crit change.  Currently, in my
opinion, MA damage plateaus out at level 44, with 10 tiger, 4 snake,
and maxxed skills, until you get to the first level where you can
acquire dragon strength (level 72 to join the guild, not sure what
level the skill is), and number of hits maxxes out there till you
get dragon reflexes, which I think is later in the guild.  I think
this needs to be changed, because a low midbie MA has the same
damage output as a low highbie MA, with them having same skills but
around a 20 level difference.  I don't have any ideas for anything
to increase the strength of that range of Martial Artists without
massively increasing the strength of Dragon Master Martial Artists,
however.

-Chief

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

poster: Rydia
subject: ma's
date: Wed Jan 31 03:48:19 2001

Well, i know it sounds like whining and all, but i mean, the dragon
skills make you hit more and harder.. like from 6 hits to alot more.
imo, if you upped fof and offhand attack a little, and maybe made
the tiger skills add a hit or two, it would increase the power of
midbie ma's without super multiplying highbie ma's. I dont know
really, but like warriors get 6 hits in knight guild, and thats
low.. so maybe it would make sense to add a hit inducing skill in
dragonfist guild maybe? MA's are supposed to specilize in dealing
damage, but as it is, a lvl 40 ma gets less damage dealing
capabilities than a lvl 30 warrior. Imo, adding another hitting
skill, or adding # of hits that the beta ones give wouldnt be that
bad of an idea. The way i figure it, if a lvl 40 warrior gets 7
attacks, a lvl 40 ma should get 8 or 9. not 3-4
-just my 2 cents
rydia

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

poster: Pedron
subject: >ma's
date: Wed Jan 31 07:11:05 2001

On Wed Jan 31 03:48:19 2001 Rydia wrote post #789:
> Well, i know it sounds like whining and all, but i mean, the dragon
> skills make you hit more and harder.. like from 6 hits to alot more.
> imo, if you upped fof and offhand attack a little, and maybe made
> the tiger skills add a hit or two, it would increase the power of
> midbie ma's without super multiplying highbie ma's. I dont know
> really, but like warriors get 6 hits in knight guild, and thats
> low.. so maybe it would make sense to add a hit inducing skill in
> dragonfist guild maybe? MA's are supposed to specilize in dealing
> damage, but as it is, a lvl 40 ma gets less damage dealing
> capabilities than a lvl 30 warrior. Imo, adding another hitting
> skill, or adding # of hits that the beta ones give wouldnt be that
> bad of an idea. The way i figure it, if a lvl 40 warrior gets 7
> attacks, a lvl 40 ma should get 8 or 9. not 3-4
> -just my 2 cents
> rydia
Blah level 40 warrior hardly pushes the 
7-8 mark even with stuff well trained and ur training has to be heavily 
biased in favor of attack power while neglecting defense(outside defenders 
you only get dodge for passive defense. :P)
I think maybe the mas get comparable number of passive attacks and 
taking a wild guess that your skill attacks are less costly in eps than 
the warrior ones. :P
(I could do maybe 10 skill attacks to tap as warrior, can get 

The only way I overpowered anyone of equal or greater level as sa 
warrior was brute strength and super eq. :P
If they ever had more than half my hps, they I wouldn't have 
outlasted their damage dealing despite an rhls a titanium 
axe, berserker rage whirlwind attack etc all 
welltrained. :P

Not saying mas are fantastic or inferior, just suggesting that 
race and equipment should be taken into account as much 
as whatever skills you trained.
I'm pretty sure you'd tear me up if I was a warrior and you were a ma and 
we had the same equipment sets. ;>

-pedron spam

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

poster: Pedron
subject: >>ma's
date: Wed Jan 31 07:12:48 2001

woops.  level 40 ma you say gets 3 or 4 hits/round.  if 4 is ur max,
something 
sucks. :)
I noticed as a defender my whirlwind attacks and berserker 
rages didn't seem to work on my shield weapon.
maybe something about using hands counts like 
ur using just one weapon instead of two 'hand's for weapons..

-pedron morespam

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

poster: Mixer
subject: >Wimpy penalty
date: Wed Jan 31 07:35:07 2001

On Tue Jan 30 23:00:16 2001 Kjara wrote post #785:
> I must have missed the post that stated the change in wimpy a couple
> moonths back(where you lose a % of ur hp/sp/ep)
> Recently ive been loseing like 40-50% each time im wimpy and that
> kills my chance of tanking any thing big, i guess my whole
> point is isn't 40-50% excessive penalty for a ability that fails a
> lot(i mean you can still die either by its failing
> or wimpying into a diff mob, and that if the penalty is keep mabee
> give us more options(wimpy direction mabee for one)?
Its not a recent change, its been like that since I started,
back in 1997 I think.

If you look it says "OUCH! You trip and fall" and thats when you lose
HP etc.

Rule #1: Don't rely on wimpy

You're never going to see wimpy directions.  If you're hurt and
in shock and panicking, you can never choose which way you flee.

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

poster: Lokie
subject: >Idea report
date: Wed Jan 31 07:38:07 2001

(Originally in wiz.player.ideas)
On Wed Jan 31 06:34:40 2001 Xena wrote post #141:
> Idea reported from /domains/outside_city/yensid/room38--
> 
> I think dragon would make a good race to chose from when you create a char
> 
like was said in the begining if the creaters of reddragon wanted a
dragon race they would have put it in... belive me your not the
first nor the last to think it would rock BUT i dont see it
happning!
lokie

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

poster: Pedron
subject: >>Idea report
date: Wed Jan 31 09:15:39 2001

On Wed Jan 31 07:38:07 2001 Lokie wrote post #793:
> (Originally in wiz.player.ideas)
> On Wed Jan 31 06:34:40 2001 Xena wrote post #141:
> > Idea reported from /domains/outside_city/yensid/room38--
> > 
> > I think dragon would make a good race to chose from when you create a char
> > 
> like was said in the begining if the creaters of reddragon wanted a
> dragon race they would have put it in... belive me your not the
> first nor the last to think it would rock BUT i dont see it
> happning!
> lokie
I'm sure this won't be the first or last time someone cites an 
example from another mud, but here it is. ;>
There was another mud that did have more powerful races you 
could reincarnate to if you reached a high enough level.
At the top of the food change was a super flying/self
egenerating/coolerthanyou
race reserved for wizards who made areas and then dewizzed. ;>
You had to make the higher levels in the first place to become a 
wizard and levels topped off at around 40, but there's the idea.
Here you can wish yourself out if you got lots 
of explore, saccd a hundred things or contributed greatly 
to the mud though, so I don't know there's any real 
need for superior races.  Just offering an example of 
how one mud implemented superior races in a reasonable way. :)

-pedron morespam

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

poster: Palenon
subject: Prompt
date: Wed Jan 31 10:15:08 2001

I was thinking, perhaps the percent of your inventory could be put
in as a prompt option.
I do gold often and while i do know about when i am getting full w/o
checking just through sheer repitition it is still a hassle to have
to type score or jscore all the time.
I know this wouldn't be too hard to code, would just like to see it
implemented..for the good of goldrunners the whole mud over!
Palreallyneedstoshutup

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

poster: Miramoto
subject: Wimpy
date: Wed Jan 31 14:13:24 2001

Just a posibility but instead of wimpydir how about a skill retreat.
Way back in the mists of time before I came to the lands of red
dragon I encountered a land whos most skilled men at arms trained
conatantly and rarely lost their cool in battle. Rather than flee in
blind panic if the combat turned against them they would retreat in
good order, perhaps with time and training some of the more skilled
warriors could do the same?

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

poster: Phire
subject: >ma's
date: Wed Jan 31 14:34:29 2001

On Wed Jan 31 03:48:19 2001 Rydia wrote post #789:
> Well, i know it sounds like whining and all, but i mean, the dragon
> skills make you hit more and harder.. like from 6 hits to alot more.
> imo, if you upped fof and offhand attack a little, and maybe made
> the tiger skills add a hit or two, it would increase the power of
> midbie ma's without super multiplying highbie ma's. I dont know
> really, but like warriors get 6 hits in knight guild, and thats
> low.. so maybe it would make sense to add a hit inducing skill in
> dragonfist guild maybe? MA's are supposed to specilize in dealing
> damage, but as it is, a lvl 40 ma gets less damage dealing
> capabilities than a lvl 30 warrior. Imo, adding another hitting
> skill, or adding # of hits that the beta ones give wouldnt be that
> bad of an idea. The way i figure it, if a lvl 40 warrior gets 7
> attacks, a lvl 40 ma should get 8 or 9. not 3-4
> -just my 2 cents
> rydia
Truth be told, the dragon guild doesn't give you a massive amount of
additional
hits. You end up getting more hits at high level because you have better stats
and eq at higher level than at lower levels.            

Another thing to consider is that the monster may be dodging your attack. This
takes away from the number of hits you get each round too.

If you really think the hit distribution is all out of whack, please run the
following test and I'll check the results with some notes I had when I remade
the guilds.

Number of melee rounds (This needs to be at least 200 for the
statistics to be reasonable)
number of rounds with 0 hits, number of rounds with 1 hit,... number
of rounds with X hits (where X is the largest number of hits per
round you get)

Use your client to collect this info, trying to do it my hand will
drive you insane.

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

poster: Khi
subject: player.bugs.typos
date: Wed Jan 31 19:31:24 2001

Could a player.bug.typos be made so we don't have to read
all the typos that have been fixed when we want to know
about the "normal" bugs?  .. It's nice that the typos are
beeing corrected.. but i don't really want to flip
through all those messages anyway.. 0:-)

Khi

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

poster: Quillz
subject: >ma's
date: Wed Jan 31 20:42:07 2001

On Wed Jan 31 03:48:19 2001 Rydia wrote post #789:
> Well, i know it sounds like whining and all, but i mean, the dragon
> skills make you hit more and harder.. like from 6 hits to alot more.
> imo, if you upped fof and offhand attack a little, and maybe made
> the tiger skills add a hit or two, it would increase the power of
> midbie ma's without super multiplying highbie ma's. I dont know
> really, but like warriors get 6 hits in knight guild, and thats
> low.. so maybe it would make sense to add a hit inducing skill in
> dragonfist guild maybe? MA's are supposed to specilize in dealing
> damage, but as it is, a lvl 40 ma gets less damage dealing
> capabilities than a lvl 30 warrior. Imo, adding another hitting
> skill, or adding # of hits that the beta ones give wouldnt be that
> bad of an idea. The way i figure it, if a lvl 40 warrior gets 7
> attacks, a lvl 40 ma should get 8 or 9. not 3-4
> -just my 2 cents
> rydia
I think the main reason for this is the guild is still based off how
it was built when mantisman, xorn, and vinnipier were still all
multihanded.
I have to agree with Rydia on this one. 
Adding more hits to midbie ma's would help, and to adjust this for
dragon masters maybe make another mastery to make these particular
hits harder.
Anyway, just my 2 cents. 
Q

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

poster: Mixer
subject: >player.bugs.typos
date: Thu Feb  1 00:09:05 2001

On Wed Jan 31 19:31:24 2001 Khi wrote post #798:
> Could a player.bug.typos be made so we don't have to read
> all the typos that have been fixed when we want to know
> about the "normal" bugs?  .. It's nice that the typos are
> beeing corrected.. but i don't really want to flip
> through all those messages anyway.. 0:-)
> 
> Khi
As the main culprit I assure you it takes me about 100 times longer
to find and fix than it does for you to hit enter.
Mix.

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

poster: Warchief
subject: >>ma's
date: Thu Feb  1 02:29:54 2001

On Wed Jan 31 20:42:07 2001 Quillz wrote post #799:
> On Wed Jan 31 03:48:19 2001 Rydia wrote post #789:
> > Well, i know it sounds like whining and all, but i mean, the dragon
> > skills make you hit more and harder.. like from 6 hits to alot more.
> > imo, if you upped fof and offhand attack a little, and maybe made
> > the tiger skills add a hit or two, it would increase the power of
> > midbie ma's without super multiplying highbie ma's. I dont know
> > really, but like warriors get 6 hits in knight guild, and thats
> > low.. so maybe it would make sense to add a hit inducing skill in
> > dragonfist guild maybe? MA's are supposed to specilize in dealing
> > damage, but as it is, a lvl 40 ma gets less damage dealing
> > capabilities than a lvl 30 warrior. Imo, adding another hitting
> > skill, or adding # of hits that the beta ones give wouldnt be that
> > bad of an idea. The way i figure it, if a lvl 40 warrior gets 7
> > attacks, a lvl 40 ma should get 8 or 9. not 3-4
> > -just my 2 cents
> > rydia
> I think the main reason for this is the guild is still based off how
> it was built when mantisman, xorn, and vinnipier were still all
> multihanded.
> I have to agree with Rydia on this one. 
> Adding more hits to midbie ma's would help, and to adjust this for
> dragon masters maybe make another mastery to make these particular
> hits harder.
> Anyway, just my 2 cents. 
> Q

As I have been told and have thought about before, giving MAs more
hits will increase the damage of higher level MAs by quite a bit
more than it does the midbie MAs, it may seem to be just a small
increase to midbie MAs from adding 2-3 where your average hit ranks
10-12, but it adds quite a bit to higher MAs where their average hit
may be 15-16, as well as more chancer of receiving a critical hit,
which higher level MAs also do much more damage with.  A level 40 MA
also has access to all the hit skills save one, not just off hand
attack and fists of fury, and remember that those are beta skills. 
Also, an MA can compare damage to warriors of the same level, don't
simply look at their number of hits, but look at their damage per
hit and the amount and strength of their criticals, which a well
trained level 40 MA should easily get n times as many.  The tiger
guild is not for adding hits, think about it compared to another MA
guild, snake.  Tigers are there to increase damage, and to give MAs
an excellent attack skill which can beat any warrior attack skill. 
Also check your stance, your tiger stance will increase your general
damage output, while a snake stance will increase the strength and I
believe number (could be mistaken) of critical hits.  Don't simply
look at your number of hits per round, and make sure to take a look
at all the possibilites that your level has to offer.  Fury of the
snake, for one, at level 4 in the snake guild, will increase your
hits if that is what you want, and as Phire stated, make sure to
notice if a lot of your hits are missing or the monster is dodging,
if that occurs often, then you should increase attack and counter
dodge, as these skills are invaluable.

-Chief

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

poster: Rydia
subject: ma's
date: Thu Feb  1 02:34:13 2001

everything you say is right
thats the way its sposed to work. does it? no
55m worth with tiger stuff decently trained. even if you disregard
the 2-3 hits i get per round (4 sometimes if im lucky), you say
tiger enhances damage output? if thats so then why can my friend of
20m less worth kill things 14X bigger than me, at 6X the rate. his
skills arent as high as mine, and im supposed to be a guild
specializing in "damage output". 
but really, im tired of arguing. Ma's rock. everyone should reinc ma.
-rydia

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

poster: Quillz
subject: Ferry
date: Thu Feb  1 02:42:36 2001

Would be kinda nice if the gauntlet ferry had a sign saying where it
is and how long till it arrives. 
Every other docks has it...i'll bet this dock feels left out.
Q 

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

poster: Pedron
subject: >Ferry
date: Thu Feb  1 04:18:15 2001

On Thu Feb  1 02:42:36 2001 Quillz wrote post #803:
> Would be kinda nice if the gauntlet ferry had a sign saying where it
> is and how long till it arrives. 
> Every other docks has it...i'll bet this dock feels left out.
> Q 
dark cavern docks also lack a sign and the dock 
on hyboria island bound for red dragon island is missing 
a sign.

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

poster: Palenon
subject: >>Ferry
date: Thu Feb  1 06:59:44 2001

On Thu Feb  1 04:18:15 2001 Pedron wrote post #804:
> On Thu Feb  1 02:42:36 2001 Quillz wrote post #803:
> > Would be kinda nice if the gauntlet ferry had a sign saying where it
> > is and how long till it arrives. 
> > Every other docks has it...i'll bet this dock feels left out.
> > Q 
> dark cavern docks also lack a sign and the dock 
> on hyboria island bound for red dragon island is missing 
> a sign.
Personally I don't mind waiting..doesn't seem like a big deal to
me...then again..I am wierd.
Palwhoidleswhenpossible

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

poster: Golte
subject: >>player.bugs.typos
date: Thu Feb  1 17:18:51 2001

On Thu Feb  1 00:09:05 2001 Mixer wrote post #800:
> On Wed Jan 31 19:31:24 2001 Khi wrote post #798:
> > Could a player.bug.typos be made so we don't have to read
> > all the typos that have been fixed when we want to know
> > about the "normal" bugs?  .. It's nice that the typos are
> > beeing corrected.. but i don't really want to flip
> > through all those messages anyway.. 0:-)
> > 
> > Khi
> As the main culprit I assure you it takes me about 100 times longer
> to find and fix than it does for you to hit enter.
> Mix.
But then we are 100 newreaders too, so...

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

poster: Pedron
subject: pickpocket
date: Thu Feb  1 17:38:25 2001

maybe some record of how much you've pickpocketed over time.
Would be cool to know exactly how much I've made in all. :)

-pedron

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

poster: Blaze
subject: Ignored
date: Fri Feb  2 02:58:54 2001

If someone put someone else on ignore, they shouldn't be able to see
them talking in channels, even in 'channel last' if someone ignores
someone, its becuz they dont want to here them...am i right?, it
makes sense to me at least, besides People would bitch and moan less
about people talking behind there back if they can't see it...just a
thought...
--Blaze

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

poster: Energystar
subject: >gauntlet
date: Fri Feb  2 18:37:07 2001

On Mon Jan 29 11:10:16 2001 Lu wrote post #782:
> a plaque like the xp plaues that has each person and how far they
> got in the gauntelt
> -lu
 I thought there already was a list of the top guys at the beginning
of the gauntlet...
 Maybe i'm just crazy.

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

poster: Pedron
subject: >>gauntlet
date: Fri Feb  2 21:37:34 2001

On Fri Feb  2 18:37:07 2001 Energystar wrote post #809:
> On Mon Jan 29 11:10:16 2001 Lu wrote post #782:
> > a plaque like the xp plaues that has each person and how far they
> > got in the gauntelt
> > -lu
>  I thought there already was a list of the top guys at the beginning
> of the gauntlet...
>  Maybe i'm just crazy.
Just shows the best party and best solo attempt 
in the gauntlet.

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

poster: Pedron
subject: rogue games
date: Fri Feb  2 23:23:53 2001

Thought maybe it would be cool for rogues of 
some type to be able to play games of 3-card monty, dice, 
etc with other players for gold/exps/tps.
poker blackjack, tonk if you ever heard of that, the other 
game with the thimbles and the pea, stuff like that. :)

just a thought,
pedron spam

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

poster: Eponine
subject: pigeon-like event
date: Sat Feb  3 02:08:48 2001

How about a Pokemon catching event with no level restriction? Most
catches gets to skin Pikachu...or something...I don't know about
prizes :)

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

poster: Lokie
subject: >pigeon-like event
date: Sat Feb  3 02:10:44 2001

On Sat Feb  3 02:08:48 2001 Eponine wrote post #812:
> How about a Pokemon catching event with no level restriction? Most
> catches gets to skin Pikachu...or something...I don't know about
> prizes :)
hmmm kinda makes me wounder what the avg. age on this mud is... at
least mental age. *eye eponine*

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

poster: Tigran
subject: >pigeon-like event
date: Sat Feb  3 02:10:59 2001

On Sat Feb  3 02:08:48 2001 Eponine wrote post #812:
> How about a Pokemon catching event with no level restriction? Most
> catches gets to skin Pikachu...or something...I don't know about
> prizes :)
Ick...Pokemon.  I'm desparatly trying to avoid my children making
contact with that..

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

poster: Palenon
subject: >pigeon-like event
date: Sat Feb  3 02:11:32 2001

On Sat Feb  3 02:08:48 2001 Eponine wrote post #812:
> How about a Pokemon catching event with no level restriction? Most
> catches gets to skin Pikachu...or something...I don't know about
> prizes :)
Hmm..could I magma boulder Pikachu when i caught the lil
^$&%*..?..If so I am all for it..=P
PalhatesPikachu

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

poster: Pedron
subject: >pigeon-like event
date: Sat Feb  3 03:55:47 2001

On Sat Feb  3 02:08:48 2001 Eponine wrote post #812:
> How about a Pokemon catching event with no level restriction? Most
> catches gets to skin Pikachu...or something...I don't know about
> prizes :)
Nah you get badges with various resses 
depending on ur pokemon preference, or a pokemon familiar 
to help you with the event. :P

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

poster: Trigon
subject: >>pigeon-like event
date: Sat Feb  3 07:05:12 2001

On Sat Feb  3 03:55:47 2001 Pedron wrote post #816:
> On Sat Feb  3 02:08:48 2001 Eponine wrote post #812:
> > How about a Pokemon catching event with no level restriction? Most
> > catches gets to skin Pikachu...or something...I don't know about
> > prizes :)
> Nah you get badges with various resses 
> depending on ur pokemon preference, or a pokemon familiar 
> to help you with the event. :P
Killing pickachu would freaking rock, heck I'd be willing to learn
to code and make that event.  Top scorer gets a stuffed pikachu doll
with it's eye poked out and such.  It'd be fun :)
Trigon

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

poster: Blackthorne
subject: >>>pigeon-like event
date: Sat Feb  3 08:16:21 2001

Hm, now I really should stop talking to Eponine about the various
ideas I have...No one should suffer like that. Keep Pokemon where it
should be, out of muds and on a network I don't watch.
-B, who is really sorry for having his girlfriend torture you all.

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

poster: Fox
subject: A castle idea...
date: Sat Feb  3 20:09:23 2001

Let's say you accidentally entered someone else's castle on an alias
@#$% up...
If the castle you entered is not yours or do not have your starting
point in that castle, you could 'quit' out of the castle and it will
return you to adv.

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

poster: Kjara
subject: wimpy penalty
date: Sun Feb  4 00:24:09 2001

Oh shrugs, i didn't know when it was implemented, just noticed it
then, and someone told me it was implemented
a few months ago, shrug nbd i guess.

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

poster: Marvin
subject: >>pigeon-like event
date: Sun Feb  4 13:26:03 2001

On Sat Feb  3 02:11:32 2001 Palenon wrote post #815:
> On Sat Feb  3 02:08:48 2001 Eponine wrote post #812:
> > How about a Pokemon catching event with no level restriction? Most
> > catches gets to skin Pikachu...or something...I don't know about
> > prizes :)
> Hmm..could I magma boulder Pikachu when i caught the lil
> ^$&%*..?..If so I am all for it..=P
> PalhatesPikachu

On a related note, I think we all should have to say the name of
each of our spells as we cast them.

Palenon says: Magma Boulder!

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

poster: Javier
subject: Channels
date: Tue Feb  6 01:13:04 2001

I wonder if a key to the flags of channels could be instated
somewhere in a help file.
If it already is, I appologize, i can't find it :)
Javi

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

poster: Pedron
subject: multistab!
date: Wed Feb  7 01:52:06 2001

How about a skill where you can use stab 
and use another stab simultaneously if you have a 2nd dagger in hand.

Say I'm standing next to two of these turantia guards:
use rstab at a guard
use lstab at 2nd guard (while the rstab is in progress)

Then the rstab goes off and slams one just as the lstab goes off 
and slams the other guard.  Differs from an area affect spell 
in that you need two weapons, can only target 2 monsters, and 
I guess need an extra skill for the offhand stabbing.

Dunno if the skill using code could be twisted to accomodate 
using the 2nd stab without interrupting the first one though.

Would be in theme for lashing out at one target and the other 
at near the same time if you're fast. :)

-pedron spam

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

poster: Zax
subject: >Ignored
date: Thu Feb  8 01:38:02 2001

On Fri Feb  2 02:58:54 2001 Blaze wrote post #808:
> If someone put someone else on ignore, they shouldn't be able to see
> them talking in channels, even in 'channel last' if someone ignores
> someone, its becuz they dont want to here them...am i right?, it
> makes sense to me at least, besides People would bitch and moan less
> about people talking behind there back if they can't see it...just a
> thought...
> --Blaze

been suggested before, and i think zif's response was that he isn't
going to add flags for every single player and their ignores just so
you don't see them talk on "last channel", and he's right. also,
half the people who use ignore, aren't doing it to actually NOT see
what is being said but more just to thumb their nose at the other
dude to say "neenerneener, you're on ignore". or perhaps higher
level dudes using level ignore while doing eq etcetc.

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

poster: Nyx
subject: >>Ignored
date: Thu Feb  8 19:13:06 2001

On Thu Feb  8 01:38:02 2001 Zax wrote post #826:
> On Fri Feb  2 02:58:54 2001 Blaze wrote post #808:
> > If someone put someone else on ignore, they shouldn't be able to see
> > them talking in channels, even in 'channel last' if someone ignores
> > someone, its becuz they dont want to here them...am i right?, it
> > makes sense to me at least, besides People would bitch and moan less
> > about people talking behind there back if they can't see it...just a
> > thought...
> > --Blaze
> 
> been suggested before, and i think zif's response was that he isn't
> going to add flags for every single player and their ignores just so
> you don't see them talk on "last channel", and he's right. also,
> half the people who use ignore, aren't doing it to actually NOT see
> what is being said but more just to thumb their nose at the other
> dude to say "neenerneener, you're on ignore". or perhaps higher
> level dudes using level ignore while doing eq etcetc.
To this I say, ignore them the old fashion way. Don't read it. I
have no one on ignore and never have had anyone on ignore longer
then about 5 minutes to get a point across. Grow up and be happy you
have any form of ignore at all.
NYx

-----------------

poster: Pedron
subject: eq monsies
date: Sat Feb 10 01:07:13 2001

classify them as quests, give a couple tps for them, 
THEN get mad when cool people announce how to get to them. ;>

-----------------

poster: Bahgtru
subject: Re: multistab!
date: Sat Feb 10 01:09:53 2001

F

Seems like a sweet skill idea, I would use it.

-----------------

poster: Kreshalwolf
subject: Archer Guild
date: Sat Feb 10 02:13:11 2001

I was thinking something like an archer guild after traveller. I
mean, you get hunting, and you use a bow for that, and I thought it
would be good if traveller had a guild after it.

Then maybe a ranger guild or something.

- Kreshalwolf the Happy Camper

-----------------

poster: Palenon
subject: >Archer Guild
date: Sat Feb 10 02:17:21 2001

On Sat Feb 10 02:13:11 2001 Kreshalwolf wrote post #830:
> I was thinking something like an archer guild after traveller. I
> mean, you get hunting, and you use a bow for that, and I thought it
> would be good if traveller had a guild after it.
> 
> Then maybe a ranger guild or something.
> 
> - Kreshalwolf the Happy Camper
While I agree an archer guild would be nice..this is seriously the
wrong guild tree to attach it to.
It (if created) would best fit in rogue guild tree, or animist tree.

-----------------

poster: Palenon
subject: Feed Companions spell
date: Sat Feb 10 02:18:57 2001

This spell should be affected by the weaver spell Create Food....How
are your going to make a feast for many ppl if u can't summon a pork
chop?
Pal's2cents

-----------------

poster: Kreshalwolf
subject: Archer Guild
date: Sat Feb 10 02:23:20 2001

Why would you bother putting it in animist or rogue? As traveller,
you already start using bows if you want

- Kreshalwolf the Confused Happy Camper

-----------------

poster: Fox
subject: Thief Guild tree
date: Sat Feb 10 20:34:49 2001

Maybe take out Poison Brewer to join Black hand Ninja and
Brotherhood and put it out as to join it like Traveler?
Fox, who thinks that Black Hand Ninja is more important that Poison Brewer

-----------------

poster: Pedron
subject: >Thief Guild tree
date: Sun Feb 11 04:15:06 2001

On Sat Feb 10 20:34:49 2001 Fox wrote post #834:
> Maybe take out Poison Brewer to join Black hand Ninja and
> Brotherhood and put it out as to join it like Traveler?
> Fox, who thinks that Black Hand Ninja is more important that Poison Brewer
Poison brewers is mediocre I hear, but I think 
the guild requirement is meant 
to keep you from getting 2 bravos with 2 gammas.


-pedron spam

-----------------

poster: Pedron
subject: stealth/hide
date: Sun Feb 11 08:31:48 2001

Is it possiblee to modify these so a rogue 
can sneak past aggressive mobs quickly without 
notice(stealth) and maybe avoid the notice of 
wandering/aggro/hunting mobs that enter the 
room later(hide)?

Right now, I think they're only useful for sneaking around players 
which might be useful in pk or pickpocketting a 
party on the move at best.

Now pk is declining and pickpocketting is marginal, it might be nice 

for the skills to have some use against mobs as well as players.

-pedron

-----------------

poster: Zifnab
subject: >stealth/hide
date: Sun Feb 11 13:26:12 2001

On Sun Feb 11 08:31:48 2001 Pedron wrote post #836:
> Is it possiblee to modify these so a rogue 
> can sneak past aggressive mobs quickly without 
> notice(stealth) and maybe avoid the notice of 
> wandering/aggro/hunting mobs that enter the 
> room later(hide)?
> 
> Right now, I think they're only useful for sneaking around players 
> which might be useful in pk or pickpocketting a 
> party on the move at best.
> 
> Now pk is declining and pickpocketting is marginal, it might be nice 
> 
> for the skills to have some use against mobs as well as players.
> 
> -pedron
thiefs alrady have a chance of avoiding aggresive monsters

-----------------

poster: Rizzly
subject: Rounds
date: Mon Feb 12 00:20:14 2001

I'm curious as to why my spells say they will go off in one round,
and then sometimes effectively go off two rounds later.  I've heard
that rounds of hits and rounds of skills and spells are somehow
counted differently.  I'm wondering if it can be made so that the
spell casting times and combat rounds can be congruent.  If that is
impossible, can I at least have an explanation as to why this
occurs?

Rizzly

-----------------

poster: Pedron
subject: another skill idea
date: Mon Feb 12 04:16:35 2001

How about the ability for a rogue to slip 
something into someone else's inventory?
Maybe a passive nasty trick skill 
affected by the conceal skill ability.
Could give it to the poison brewers and they could slip 
poisno potions/foods into peoples inventories without it being seen.
Probably shouldn't announce the new skill if it is implemented, 
as that would spoil all the fun. :)

-pedron

-----------------

poster: Tomten
subject: Portal preferences
date: Mon Feb 12 11:50:42 2001

How about adding Gauntlet to the list?
Kinda strange when you have portals to three places on RDC but not gauntlet


//Tom

-----------------

poster: Rambo
subject: >>Archer Guild
date: Mon Feb 12 11:51:48 2001

On Sat Feb 10 02:17:21 2001 Palenon wrote post #831:
> On Sat Feb 10 02:13:11 2001 Kreshalwolf wrote post #830:
> > I was thinking something like an archer guild after traveller. I
> > mean, you get hunting, and you use a bow for that, and I thought it
> > would be good if traveller had a guild after it.
> > 
> > Then maybe a ranger guild or something.
> > 
> > - Kreshalwolf the Happy Camper
> While I agree an archer guild would be nice..this is seriously the
> wrong guild tree to attach it to.
> It (if created) would best fit in rogue guild tree, or animist tree.
I think this is a great idea, The Ranger(Archer) should be added to
the Animist Tree, and is more like a blaster but instead of running
out of mana they can run out of EPS and arrows. They should be
capable of buying arrows dipped in diffrent sorts of dmg types. And
as the Juggler, the Ranger(Archer) should be capable of aiming at
lets say  larm, rarm, head, torso, legs.

As I said, I think this is a great Idea, but I beleive that this
would create alot of problems as it would resort in an amost
completly new way for the wizzes here to code(I have actually no
idea if that's true..) but it would be coded somewhat like Joggler's
Throwing Knives and, accept that the arrows gets stuck in the mobs
body and canot be retreived unless successing with a "Retreive
arrow" skill. 2'nd lvl=20% skill=5% chance of geting the arrow back
without harming it, 5'th lvl=40% skill=15% chance to success, 7'th
lvl=65% skill=25% change of success, 10'th lvl=100% skill=40% chance
of success.

If there should be any Ranger Guild, it should have some good skills...


Weapon Skill Bow
   This skill gives the user the knowlede to use a bow.

Fast Shooting
   This skill makes the Ranger quicker in his hands, alowing
   him to fastly knock another arrow to the string and
   fire up to one extra arrow durring the same skill. This
   should give a -chance to hit but gives the Ranger two
   arrows fired to the cost of one and at the same time.

Target Preference
   Alows the Ranger to aim at a specific part of the body
   where he wants the target to be hit by his arrows.

Advanced Weapon Skill Bow
   Gives the Ranger furthur knowledge of his weapon, alowing
   him/her to do more damage with his arrows.

Retreive Arrows
   Alows the Ranger to retreive his arrows after the target
   is dead. This skill must be performed before the corpse
   is either eaten or burried.

Stringing
   As anyone knows bad weather can ruin a good string,
   so the Ranger needs to know how to restring his bow
   if the string breaks.

I coulden't come up with any more on this short notice, and if I
would, it would only have been alot of rubbish...

RamBo

-----------------

poster: Golte
subject: >eq monsies
date: Mon Feb 12 16:50:31 2001

Ok, there's no explicit rule against announcing non-quest 
info but the rules can hardly cover everything unappropriate, 
so use your common sense. If you first piss off wizards 
by revealing information (legal or not), they might 
not listen to the ideas and suggestions you post later. 
And imagine if YOU were the coder that put hours into 
a secret that whould give 100 players a challenge, 
and someone else revealed it's solution in public shortly
after. 

There really isn't a need for a reward in tps/exp/gold to 
justify. Finding the way to an eq-monster or a guild is a reward. 

My guidelines whould be:
For someone searching for the guild he wants to join 
you should give him many small hints. 
Info about death traps should not be given to anyone. 
Dirs to eq-monsters should be told only to the leader 
of the eq-party that goes to him. 
Never post it, and avoid saying it on public channels. 


-----------------

poster: Snoop
subject: channels
date: Mon Feb 12 18:20:16 2001

How about a way to check who's the creator of a private channel. A
channel that you're not invited to that is. Helps when you need to
ask for invite.
*/Snoop


-----------------

poster: Pedron
subject: >>eq monsies
date: Mon Feb 12 23:39:10 2001

On Mon Feb 12 16:50:31 2001 Golte wrote post #842:
> Ok, there's no explicit rule against announcing non-quest 
> info but the rules can hardly cover everything unappropriate, 
> so use your common sense. If you first piss off wizards 
> by revealing information (legal or not), they might 
> not listen to the ideas and suggestions you post later. 
> And imagine if YOU were the coder that put hours into 
> a secret that whould give 100 players a challenge, 
> and someone else revealed it's solution in public shortly
> after. 
> 
> There really isn't a need for a reward in tps/exp/gold to 
> justify. Finding the way to an eq-monster or a guild is a reward. 
> 
> My guidelines whould be:
> For someone searching for the guild he wants to join 
> you should give him many small hints. 
> Info about death traps should not be given to anyone. 
> Dirs to eq-monsters should be told only to the leader 
> of the eq-party that goes to him. 
> Never post it, and avoid saying it on public channels. 
> 
I'd also like to add the folks who feel this way should also 
use common sense themselves.  If I got somewhere secret via 
lucky lodestone or expensive 
lucky unknown lodestone, I'm gonna bring in 
some kind of assistance for exploring the cool new place.
Navs, healers, clanmates, whoever I want.  Before you 
go flaming and cursing the hell out of me for blowing the lid off
this cool new 
secret place, you should realize I had no idea 
where the hell it was when I first arrived and invited people.
Also realize that once I leave, my comrades and I won't be 
able to exploit the cool secret place again for sometime.  This is 
because we have not the ability or the knowledge to 
get back there on foot or without extreme luck.
Now, if I don't have the ability or knowledge of how to get to a 
cool secret place I tripped through once, don't bloody 
well flame and curse me for giving out directions and 
secret info I don't have!

That's all I have to say on common sense. :P

-Pedron spam spent 2.2 million gold on random/unknown lodestones 
this past week and bloody well earned everything he squeezed out of them.

-----------------

poster: Zax
subject: >>>eq monsies
date: Tue Feb 13 14:37:01 2001

Common sense is all well and good, but a lot of people are too lazy
:)How many people really want to explore a lot (other then to get
tps)? How many people are really interested in doing a lot of stuff
for themselves? I'm sure quite a few on here will claim that they
are, but I don't think they really are, I think they would rather
have it all handed to them on a silver platter. Exploring is good,
so long as I don't have to think TOO hard. Problems/quests are good
so long as they aren't TOO difficult. Sometimes it might actually be
worth it to get off your virtual fat asses and solve something for
your own satisfaction, you might be surprised :)

-----------------

poster: Quillz
subject: Familiars
date: Tue Feb 13 20:56:01 2001

Now that the familiars dont follow they're master immediately, they
sometimes kill the mobs the masters are trying to kill -after- the
master flees. 
Sounds cool, but the thing is you dont recieve the xp if they kill
it...Which is my idea..
Make it so that if you flee and your familiars end up getting the
kill that you still recieve the xp. 
Kinds of annoying when your killing dragons...cuz 30-60k a shot adds
up pretty quickly when you dont recieve it. 
Q

-----------------

poster: Lu
subject: fires and wood
date: Tue Feb 13 23:20:23 2001

i think that you should be able to add wood to fires if the wood is
on the found and not iin you inv,

p tick soon
say Tock
as a mist mage i need to be out of mist form to add wood to my fire,
kind of annyoing sometimes
-lu
btw i apologize for the tris, im really sorry bout em.

-----------------

poster: Snoop
subject: condition
date: Wed Feb 14 01:00:15 2001

Maybe have it so condition accepts a target as arg, now it does
accept it but it doesnt matter since it shows the shape of whatever
anyway =)
*/Snoop

-----------------

poster: Snoop
subject: parry
date: Wed Feb 14 01:56:57 2001

Would be nice if you could see successful parries in summary :)
*/Snoop

-----------------

poster: Sigwald
subject: >Familiars
date: Wed Feb 14 09:56:04 2001

On Tue Feb 13 20:56:01 2001 Quillz wrote post #846:
> Now that the familiars dont follow they're master immediately, they
> sometimes kill the mobs the masters are trying to kill -after- the
> master flees. 
> Sounds cool, but the thing is you dont recieve the xp if they kill
> it...Which is my idea..
> Make it so that if you flee and your familiars end up getting the
> kill that you still recieve the xp. 
> Kinds of annoying when your killing dragons...cuz 30-60k a shot adds
> up pretty quickly when you dont recieve it. 
> Q
If you read newsgroup you'd see that I already answered no to
that topic when it was reported as a bug.
This will not change. Consider it as a drawback of having familiars,
and adapt the way you kill monsters. Or reinc and play some other
guild if you can't deal with that restriction.

-----------------

poster: Bahgtru
subject: Archer Guild
date: Wed Feb 14 10:00:19 2001

F
Possible even an enchantment, eg:

Thunder Bow
     Using this spell, the archer can enchant his bow to have the
power of thunder.

I'd be willing to test this guild btw.

-----------------

poster: Rambo
subject: >Archer Guild
date: Wed Feb 14 10:11:42 2001

On Wed Feb 14 10:00:19 2001 Bahgtru wrote post #851:
> F
> Possible even an enchantment, eg:
> 
> Thunder Bow
>      Using this spell, the archer can enchant his bow to have the
> power of thunder.
> 
> I'd be willing to test this guild btw.

You are not the only one, but before the guild even can be
considered, there needs to be new eq added to the game, like some
kind of bows eq.

And none of the wizzes have even said that there will be any such
guild, I remember I have been talking about this with the wizzes
before, and they wasen't so positive to it, and this time there
haven't been any answer to the idea from any of the wizzes. So
before rushing in and say "Hey, I can be a tester for this guild!"
we need to see if the wizzes are willing to code it first.

RamBo

-----------------

poster: Sigwald
subject: >>Archer Guild
date: Wed Feb 14 10:13:12 2001

On Wed Feb 14 10:11:42 2001 Rambo wrote post #852:
> On Wed Feb 14 10:00:19 2001 Bahgtru wrote post #851:
> > F
> > Possible even an enchantment, eg:
> > 
> > Thunder Bow
> >      Using this spell, the archer can enchant his bow to have the
> > power of thunder.
> > 
> > I'd be willing to test this guild btw.
> 
> You are not the only one, but before the guild even can be
> considered, there needs to be new eq added to the game, like some
> kind of bows eq.
> 
> And none of the wizzes have even said that there will be any such
> guild, I remember I have been talking about this with the wizzes
> before, and they wasen't so positive to it, and this time there
> haven't been any answer to the idea from any of the wizzes. So
> before rushing in and say "Hey, I can be a tester for this guild!"
> we need to see if the wizzes are willing to code it first.
> 
> RamBo

There is no need to post every 3 months a group of news about
archer, this is not going to happen till we get real rows
in parties and I doubt we have this very soon.

-----------------

poster: Rambo
subject: >>>Archer Guild
date: Wed Feb 14 11:45:57 2001

I can't understand why not make them work as mages, capable of doing
damage, and then add a little thing in the code of bows that those
item's can't be used while you are the target for the mob. That's
only common sense, you can't use a range weapon in close combat, but
why add rows when an archer should be able to be in the party.


I don't really know what I'm talking about...But i'm sure the wizzes do =)

-----------------

poster: Sigwald
subject: >>>>Archer Guild
date: Wed Feb 14 12:42:18 2001

On Wed Feb 14 11:45:57 2001 Rambo wrote post #854:
> I can't understand why not make them work as mages, capable of doing
> damage, and then add a little thing in the code of bows that those
> item's can't be used while you are the target for the mob. That's
> only common sense, you can't use a range weapon in close combat, but
> why add rows when an archer should be able to be in the party.
> 
> 
> I don't really know what I'm talking about...But i'm sure the wizzes do =)

Thats right you dont know what you're talking about.
Sensible thing to do is usually not to say anything in 
that kind of cases :P

-----------------

poster: Jimerson
subject: Update
date: Fri Feb 16 05:11:42 2001

Thought it might be a good idea to update "help machine"


Jim - The wannabe mage

-----------------

poster: Mikul
subject: Mold Lava
date: Fri Feb 16 17:51:48 2001

This makes to much fighter/rogue eq, and for a caster
thats little use. On top of this halfing your regen
on something that costs well over half your spell
points makes it take absolutly ages to make any kind
of caster eq worth using. 

All i'd say would be take the half regen stuff out
as it takes to long to make anything that will just
be dested in a ld/quit.

Mikul

-----------------

poster: Pedron
subject: clones
date: Fri Feb 16 22:53:33 2001

Maybe make them wander more so the army in cs can dissipate 
and be picked off eventually.

-pedron
,

-----------------

poster: Lokie
subject: >Mold Lava
date: Sat Feb 17 00:03:40 2001

On Fri Feb 16 17:51:48 2001 Mikul wrote post #857:
> This makes to much fighter/rogue eq, and for a caster
> thats little use. On top of this halfing your regen
> on something that costs well over half your spell
> points makes it take absolutly ages to make any kind
> of caster eq worth using. 
> 
> All i'd say would be take the half regen stuff out
> as it takes to long to make anything that will just
> be dested in a ld/quit.
> 
> Mikul






i agree it should be made to last till reboot or set a catch on
makeing one full set per boot and the ablity to mold it to a nother
ppl ie like enchanter spells and such. 
Lokie - who has nothing to do with guilds 

-----------------

poster: Lu
subject: desting
date: Sun Feb 18 06:50:38 2001

i didn't knwo were to put this, so i put it in here casue it is kind
of an idea

Apprently when eq with nice stats dests when sold to shops, i don't
know too many people that sell there eq to shops but i happen to be
one of them.  i don;t understand why eq with a certain value gets
dested, i don't see how this can help/hurt the mud in any way. 
Losing a very valuable piece of eq to a stupid mistake is definately
not cool, bad enuff spening ~100k or so(didn't reall know how much i
sepnt) to buy back the rest of the eq that was sold.

one person remarked that people who didnt use the keep command
deserve to lose there eq liek that, but i believe having to bu the
item back(hoping noone else bought it) is enuff of a 'punishment'
for ebing stupid.

-lu, who misses his axe

-----------------

poster: Pedron
subject: dark caverns
date: Sun Feb 18 08:46:55 2001

I was thinking a vgrid map for dark caverns would be cool.
The existing areas could be as they are and shown by a vast chain 
of mountains across the southern part of the island. 
From somewhere in there a hard/hidden tunnel could travel north 
to surface on some kind of huge valley or massive plateau 
with a cold desert terrain that's 
perpetually dark.  Like winter in the 
arctic maybe.  Could paint in some 
new areas across the dark plateau or in mountains/cliffs 
on the far sides of it in the future.

Dark caverns just seems a little crowded compared to the other islands 
which have the vgrids.

Oh yeah, thief portals on evverest and th gauntlet would be nice too. :)

-pedron

-----------------

poster: Zifnab
subject: >desting
date: Sun Feb 18 13:44:20 2001

On Sun Feb 18 06:50:38 2001 Lu wrote post #860:
> i didn't knwo were to put this, so i put it in here casue it is kind
> of an idea
> 
> Apprently when eq with nice stats dests when sold to shops, i don't
> know too many people that sell there eq to shops but i happen to be
> one of them.  i don;t understand why eq with a certain value gets
> dested, i don't see how this can help/hurt the mud in any way. 
> Losing a very valuable piece of eq to a stupid mistake is definately
> not cool, bad enuff spening ~100k or so(didn't reall know how much i
> sepnt) to buy back the rest of the eq that was sold.
> 
> one person remarked that people who didnt use the keep command
> deserve to lose there eq liek that, but i believe having to bu the
> item back(hoping noone else bought it) is enuff of a 'punishment'
> for ebing stupid.
> 
> -lu, who misses his axe

While I suppose the argument can be made about this, 
it has been like this for 4 years.

Not to mention there is a keep command that to my knowledge works
perfectly.

and then there is this factor...

Lu tells you: i know, i have everything kept, i didnt think i was ld for more
    then 30 minutes, so i sold all

You didn't check to see if you sstill had stuff kept, after going 
link dead for soem length of time.


While I can see an argument for not desting the stuff the fact still
remains that you coudl of easily prevented what is _your_ mistake.

-----------------

poster: Tranquil
subject: >>spell in warrior guild
date: Sun Feb 18 14:07:53 2001

On Fri Dec 29 19:51:51 2000 Jaguar wrote post #562:
> On Fri Dec 29 04:17:17 2000 Jaguar wrote post #556:
> > hi, i'd really like to see see some sort of spell on the warrior
> > guild path. It would be nice to see, for us races that aren't all
> > muscle and no brains, it would be good. Even if its just a crappy
> > spell like darkness or something...I know some ppl will say oh if u
> > wanted spells u should have gone mage, but thats not a point,
> > charatcers that have sps should be able to do something with them,
> > warrior is the only guild which uses 2 stats, hps and eps.
> > I know it might not be a popular idea, just thought i'd mention it :)
> > oh, btw, my first post
> ok, i got an idea what could happen..we could have a rangers guild
> on the warrior path, its a pretty mystical career. There wouldn't be
> major spells, just simple protection spells or healing or something.
> Theres lots of skills there could be in here too, we could steal
> firebuilding from other guilds, oh and have an animal too like the
> animal tamers. Maybe theres already a guild like this, I dunno.
> 
1) unsubscribing to a newsgroup and not even realising it sucks.
2) Warriors used to have firebuilding, but it was removed in
preparation for the woodsman guild. I might have been the most vocal
about that particular incident when it happened, but now I see why
what was done was done. Pretty much all of what you have suggested
is exactly what makes up the woodsman guild =)

- Tranquil, the guy with 300 posts to go...


-----------------

poster: Wagro
subject: Describe
date: Sun Feb 18 22:09:20 2001

Maybe the describe command should work like the plan? i.e. giving
more lines but only 79 charactors per line?

-----------------

poster: Tranquil
subject: >Wimpy penalty
date: Mon Feb 19 11:05:35 2001

On Tue Jan 30 23:00:16 2001 Kjara wrote post #785:
> I must have missed the post that stated the change in wimpy a couple
> moonths back(where you lose a % of ur hp/sp/ep)
> Recently ive been loseing like 40-50% each time im wimpy and that
> kills my chance of tanking any thing big, i guess my whole
> point is isn't 40-50% excessive penalty for a ability that fails a
> lot(i mean you can still die either by its failing
> or wimpying into a diff mob, and that if the penalty is keep mabee
> give us more options(wimpy direction mabee for one)?

Like you're gonna really care which direction you're fleeing when
you have a red dragon snapping at your ass. As it is, death, xp, and
mobs in general are too damn easy. You die, you lose a -whopping-
50% of your xp, and thats if you get a lowly ress.

IMO, and this is only my personal opinion, death should be alot more
meaningful than it currently is. There shouldnt be any boats or
rev's or ressurects. IMO there should be only reincarnates. With no
tax reductions. It might actually make you spoiled whiners work for
some of that xp you cherish so much.

Of course, this is Red Dragon and not some other mud, but I've
played a few other muds and recently became an admin on another.
Believe me, players get it damn easy here, and you're all lucky that
admin here dont have the same opinion that those others muds do wrt
death/xp losses/reincs and all the other jazz that is practically
challenge free here.

Quit whining and if you're attempting to tank something that you
aren't capable of tanking, maybe you should set your sights a bit
lower.

- Tranquil


-----------------

poster: Tranquil
subject: >>>Archer Guild
date: Mon Feb 19 11:31:01 2001

On Mon Feb 12 11:51:48 2001 Rambo wrote post #841:
> On Sat Feb 10 02:17:21 2001 Palenon wrote post #831:
> > On Sat Feb 10 02:13:11 2001 Kreshalwolf wrote post #830:
> > > I was thinking something like an archer guild after traveller. I
> > > mean, you get hunting, and you use a bow for that, and I thought it
> > > would be good if traveller had a guild after it.
> > > 
> > > Then maybe a ranger guild or something.
> > > 
> > > - Kreshalwolf the Happy Camper
> > While I agree an archer guild would be nice..this is seriously the
> > wrong guild tree to attach it to.
> > It (if created) would best fit in rogue guild tree, or animist tree.
> I think this is a great idea, The Ranger(Archer) should be added to
> the Animist Tree, and is more like a blaster but instead of running
> out of mana they can run out of EPS and arrows. They should be
> capable of buying arrows dipped in diffrent sorts of dmg types. And
> as the Juggler, the Ranger(Archer) should be capable of aiming at
> lets say  larm, rarm, head, torso, legs.
> 
> As I said, I think this is a great Idea, but I beleive that this
> would create alot of problems as it would resort in an amost
> completly new way for the wizzes here to code(I have actually no
> idea if that's true..) but it would be coded somewhat like Joggler's
> Throwing Knives and, accept that the arrows gets stuck in the mobs
> body and canot be retreived unless successing with a "Retreive
> arrow" skill. 2'nd lvl=20% skill=5% chance of geting the arrow back
> without harming it, 5'th lvl=40% skill=15% chance to success, 7'th
> lvl=65% skill=25% change of success, 10'th lvl=100% skill=40% chance
> of success.
> 
> If there should be any Ranger Guild, it should have some good skills...
> 
> 
> Weapon Skill Bow
>    This skill gives the user the knowlede to use a bow.
> 
> Fast Shooting
>    This skill makes the Ranger quicker in his hands, alowing
>    him to fastly knock another arrow to the string and
>    fire up to one extra arrow durring the same skill. This
>    should give a -chance to hit but gives the Ranger two
>    arrows fired to the cost of one and at the same time.
> 
> Target Preference
>    Alows the Ranger to aim at a specific part of the body
>    where he wants the target to be hit by his arrows.
> 
> Advanced Weapon Skill Bow
>    Gives the Ranger furthur knowledge of his weapon, alowing
>    him/her to do more damage with his arrows.
> 
> Retreive Arrows
>    Alows the Ranger to retreive his arrows after the target
>    is dead. This skill must be performed before the corpse
>    is either eaten or burried.
> 
> Stringing
>    As anyone knows bad weather can ruin a good string,
>    so the Ranger needs to know how to restring his bow
>    if the string breaks.
> 
> I coulden't come up with any more on this short notice, and if I
> would, it would only have been alot of rubbish...
> 
> RamBo
Bah. This is just a reworded version of the exact same idea I posted
months back. =)

- Tranquil


-----------------

poster: Rambo
subject: >>>>Archer Guild
date: Mon Feb 19 11:37:18 2001

On Mon Feb 19 11:31:01 2001 Tranquil wrote post #867:
> On Mon Feb 12 11:51:48 2001 Rambo wrote post #841:
> > On Sat Feb 10 02:17:21 2001 Palenon wrote post #831:
> > > On Sat Feb 10 02:13:11 2001 Kreshalwolf wrote post #830:
> > > > I was thinking something like an archer guild after traveller. I
> > > > mean, you get hunting, and you use a bow for that, and I thought it
> > > > would be good if traveller had a guild after it.
> > > > 
> > > > Then maybe a ranger guild or something.
> > > > 
> > > > - Kreshalwolf the Happy Camper
> > > While I agree an archer guild would be nice..this is seriously the
> > > wrong guild tree to attach it to.
> > > It (if created) would best fit in rogue guild tree, or animist tree.
> > I think this is a great idea, The Ranger(Archer) should be added to
> > the Animist Tree, and is more like a blaster but instead of running
> > out of mana they can run out of EPS and arrows. They should be
> > capable of buying arrows dipped in diffrent sorts of dmg types. And
> > as the Juggler, the Ranger(Archer) should be capable of aiming at
> > lets say  larm, rarm, head, torso, legs.
> > 
> > As I said, I think this is a great Idea, but I beleive that this
> > would create alot of problems as it would resort in an amost
> > completly new way for the wizzes here to code(I have actually no
> > idea if that's true..) but it would be coded somewhat like Joggler's
> > Throwing Knives and, accept that the arrows gets stuck in the mobs
> > body and canot be retreived unless successing with a "Retreive
> > arrow" skill. 2'nd lvl=20% skill=5% chance of geting the arrow back
> > without harming it, 5'th lvl=40% skill=15% chance to success, 7'th
> > lvl=65% skill=25% change of success, 10'th lvl=100% skill=40% chance
> > of success.
> > 
> > If there should be any Ranger Guild, it should have some good skills...
> > 
> > 
> > Weapon Skill Bow
> >    This skill gives the user the knowlede to use a bow.
> > 
> > Fast Shooting
> >    This skill makes the Ranger quicker in his hands, alowing
> >    him to fastly knock another arrow to the string and
> >    fire up to one extra arrow durring the same skill. This
> >    should give a -chance to hit but gives the Ranger two
> >    arrows fired to the cost of one and at the same time.
> > 
> > Target Preference
> >    Alows the Ranger to aim at a specific part of the body
> >    where he wants the target to be hit by his arrows.
> > 
> > Advanced Weapon Skill Bow
> >    Gives the Ranger furthur knowledge of his weapon, alowing
> >    him/her to do more damage with his arrows.
> > 
> > Retreive Arrows
> >    Alows the Ranger to retreive his arrows after the target
> >    is dead. This skill must be performed before the corpse
> >    is either eaten or burried.
> > 
> > Stringing
> >    As anyone knows bad weather can ruin a good string,
> >    so the Ranger needs to know how to restring his bow
> >    if the string breaks.
> > 
> > I coulden't come up with any more on this short notice, and if I
> > would, it would only have been alot of rubbish...
> > 
> > RamBo
> Bah. This is just a reworded version of the exact same idea I posted
> months back. =)
> 
> - Tranquil
> 
I'm sorry about that, Tranquil. I diden't know.
But on the other side, I have been buggin the wizzes from time to
time for a long time about Archer Guild ;)

RamBo

-----------------

poster: Tranquil
subject: >>>>>Archer Guild
date: Mon Feb 19 12:11:23 2001


It seems that quite a few people seem to like the idea of an
Archer's guild. But from what I've seen, people (myself included)
have only thrown a few ideas that they think might be cool, and
posted them to a news group.
Thats all fine and good, but when it happens 10 or so times with
still no positive response from admin, then chances are there are
issues that need to be dealt with before any suggestions can be (in
admins minds) seriously considered.

Admin have even been nice enough to tell us what those issues are,
so how about we get those interested players together and work out
some serious ideas and maybe some solutions. Bear in mind that
people will actually have to test out new things that come along
that could be a solution, which to be quite frank, afaics people
havent bothered.

Admin did try to test out a new party system. I was a tester for it,
and I can think of the name of only one other person who was,
although I know there were at least four of us. I only had one
single zparty, and that was with Baer side-by-side tanking carebears
to see if they attacked him when they were also aggro to me. In
this, Admin did do their part, but the players didn't so if theres a
reason that an archer guild wont be considered at this time, then
all responsibility for that can be placed squarely on the shoulders
of the players that couldn't be bothered testing what Admin spent
time and effort coding.

Now. If any player thinks that an Archer guild would be cool, and
if, and -only if- you are serious about testing things that will be
needed before any Archer guild can be even considered, then mail me
and we'll all talk as a group, throw some ideas around and come up
with a definate, fleshed out idea of what it is we want, with
suggested solutions to each challenge that Admin requires us to
overcome before any changes can come into effect.

I am and always have been in favor of an Archer guild, but I
recognise that as things currently stand, its just not feasable. I'm
willing to put some serious effort in too. If you really believe
that an Archer guild can work, then get off yer butts and tell me
how and we'll give Admin something more than, 'I think an X guild
with Y and Z skills would be cool.'.

- Tranquil, the Archer wannabe


-----------------

poster: Quillz
subject: >>Wimpy penalty
date: Mon Feb 19 18:00:00 2001

On Mon Feb 19 11:05:35 2001 Tranquil wrote post #866:
> On Tue Jan 30 23:00:16 2001 Kjara wrote post #785:
> > I must have missed the post that stated the change in wimpy a couple
> > moonths back(where you lose a % of ur hp/sp/ep)
> > Recently ive been loseing like 40-50% each time im wimpy and that
> > kills my chance of tanking any thing big, i guess my whole
> > point is isn't 40-50% excessive penalty for a ability that fails a
> > lot(i mean you can still die either by its failing
> > or wimpying into a diff mob, and that if the penalty is keep mabee
> > give us more options(wimpy direction mabee for one)?
> 
> Like you're gonna really care which direction you're fleeing when
> you have a red dragon snapping at your ass. As it is, death, xp, and
> mobs in general are too damn easy. You die, you lose a -whopping-
> 50% of your xp, and thats if you get a lowly ress.
> 
> IMO, and this is only my personal opinion, death should be alot more
> meaningful than it currently is. There shouldnt be any boats or
> rev's or ressurects. IMO there should be only reincarnates. With no
> tax reductions. It might actually make you spoiled whiners work for
> some of that xp you cherish so much.
> 
> Of course, this is Red Dragon and not some other mud, but I've
> played a few other muds and recently became an admin on another.
> Believe me, players get it damn easy here, and you're all lucky that
> admin here dont have the same opinion that those others muds do wrt
> death/xp losses/reincs and all the other jazz that is practically
> challenge free here.
> 
> Quit whining and if you're attempting to tank something that you
> aren't capable of tanking, maybe you should set your sights a bit
> lower.
> 
> - Tranquil
> 
Ever think that we like this system and not other muds' systems?
Ever think that maybe thats why we are here?
No need to flame so damn much about someone making a suggestiong, good god. 
This isn't other muds. Quit comparing it to other muds. 
Q

-----------------

poster: Pedron
subject: stealth
date: Tue Feb 20 04:26:46 2001

Something in score above Hiding : Yes/No 
for stealth: On/off would be good.

-----------------

poster: Baer
subject: >stealth
date: Tue Feb 20 05:25:44 2001

On Tue Feb 20 04:26:46 2001 Pedron wrote post #871:
> Something in score above Hiding : Yes/No 
> for stealth: On/off would be good.
I think we should remove all the guild specific flags  like hide and
stealth from score, and also the pk specific flags like areas hit
players. There has been several newbies confused because of this.

A better place to see if you are hidden etc is to look at yourself,
and have a message in your description.

-----------------

poster: Pedron
subject: >>stealth
date: Tue Feb 20 05:33:08 2001

On Tue Feb 20 05:25:44 2001 Baer wrote post #872:
> On Tue Feb 20 04:26:46 2001 Pedron wrote post #871:
> > Something in score above Hiding : Yes/No 
> > for stealth: On/off would be good.
> I think we should remove all the guild specific flags  like hide and
> stealth from score, and also the pk specific flags like areas hit
> players. There has been several newbies confused because of this.
> 
> A better place to see if you are hidden etc is to look at yourself,
> and have a message in your description.
Or maybe jordali toss a box in jscore to list 
prots/special effects and pk/area status.
Then leave the simplified score baer suggests.

-----------------

poster: Bahgtru
subject: >>>>>>Archer Guild
date: Tue Feb 20 13:44:55 2001

On Mon Feb 19 12:11:23 2001 Tranquil wrote post #869:
> It seems that quite a few people seem to like the idea of an
> Archer's guild. But from what I've seen, people (myself included)
> have only thrown a few ideas that they think might be cool, and
> posted them to a news group.
> Thats all fine and good, but when it happens 10 or so times with
> still no positive response from admin, then chances are there are
> issues that need to be dealt with before any suggestions can be (in
> admins minds) seriously considered.
> 
> Admin have even been nice enough to tell us what those issues are,
> so how about we get those interested players together and work out
> some serious ideas and maybe some solutions. Bear in mind that
> people will actually have to test out new things that come along
> that could be a solution, which to be quite frank, afaics people
> havent bothered.
> 
> Admin did try to test out a new party system. I was a tester for it,
> and I can think of the name of only one other person who was,
> although I know there were at least four of us. I only had one
> single zparty, and that was with Baer side-by-side tanking carebears
> to see if they attacked him when they were also aggro to me. In
> this, Admin did do their part, but the players didn't so if theres a
> reason that an archer guild wont be considered at this time, then
> all responsibility for that can be placed squarely on the shoulders
> of the players that couldn't be bothered testing what Admin spent
> time and effort coding.
> 
> Now. If any player thinks that an Archer guild would be cool, and
> if, and -only if- you are serious about testing things that will be
> needed before any Archer guild can be even considered, then mail me
> and we'll all talk as a group, throw some ideas around and come up
> with a definate, fleshed out idea of what it is we want, with
> suggested solutions to each challenge that Admin requires us to
> overcome before any changes can come into effect.
> 
> I am and always have been in favor of an Archer guild, but I
> recognise that as things currently stand, its just not feasable. I'm
> willing to put some serious effort in too. If you really believe
> that an Archer guild can work, then get off yer butts and tell me
> how and we'll give Admin something more than, 'I think an X guild
> with Y and Z skills would be cool.'.
> 
> - Tranquil, the Archer wannabe
> 
Well, if none of the wizards have the time, I'd be willing to make
the guild... And I'd say Rambo and Tranquil would help... I know I'm
not big enough to be a builder, but I know how to write things like
that.

- Bahgtru the Hopeful

-----------------

poster: Zifnab
subject: >>>>>>>Archer Guild
date: Tue Feb 20 14:30:05 2001

Everyone seems to be ignoring the point htat was brought up.

The guild is _not_ the issue, its all the related combat 
changes that have to happen.

-----------------

poster: Sigwald
subject: >>>>>>>>Archer Guild
date: Tue Feb 20 14:48:41 2001

On Tue Feb 20 14:30:05 2001 Zifnab wrote post #875:
> Everyone seems to be ignoring the point htat was brought up.
> 
> The guild is _not_ the issue, its all the related combat 
> changes that have to happen.

It sure is a wonder how a simple statement from an admin gets
totally ignored :) I guess it might be my english...

-----------------

poster: Zax
subject: >stealth
date: Tue Feb 20 16:19:18 2001

On Tue Feb 20 04:26:46 2001 Pedron wrote post #871:
> Something in score above Hiding : Yes/No 
> for stealth: On/off would be good.
a RADICAL proposal...
try thinking. using your brain, perhaps a small part of your memory.
or if you are just asking for it so you can have an extra line of
spam on your screen. i can give you some rule triggers to /echo stuf
in tf, and i know some others who will give you some rule triggers
to spam you stuf in zmud. other clients soon to be supported.

-----------------

poster: Zax
subject: >>desting
date: Tue Feb 20 16:30:39 2001

On Sun Feb 18 13:44:20 2001 Zifnab wrote post #862:
> On Sun Feb 18 06:50:38 2001 Lu wrote post #860:
> > i didn't knwo were to put this, so i put it in here casue it is kind
> > of an idea
> > 
> > Apprently when eq with nice stats dests when sold to shops, i don't
> > know too many people that sell there eq to shops but i happen to be
> > one of them.  i don;t understand why eq with a certain value gets
> > dested, i don't see how this can help/hurt the mud in any way. 
> > Losing a very valuable piece of eq to a stupid mistake is definately
> > not cool, bad enuff spening ~100k or so(didn't reall know how much i
> > sepnt) to buy back the rest of the eq that was sold.
> > 
> > one person remarked that people who didnt use the keep command
> > deserve to lose there eq liek that, but i believe having to bu the
> > item back(hoping noone else bought it) is enuff of a 'punishment'
> > for ebing stupid.
> > 
> > -lu, who misses his axe
> 
> While I suppose the argument can be made about this, 
> it has been like this for 4 years.
> 
> Not to mention there is a keep command that to my knowledge works
> perfectly.
> 
> and then there is this factor...
> 
> Lu tells you: i know, i have everything kept, i didnt think i was ld for
more
>     then 30 minutes, so i sold all
> 
> You didn't check to see if you sstill had stuff kept, after going 
> link dead for soem length of time.
> 
> 
> While I can see an argument for not desting the stuff the fact still
> remains that you coudl of easily prevented what is _your_ mistake.

a way around this, and someone can correct me if i'm wrong, though
when i just tested it, it seemed to work that way. when you go ld
and come back within 30mins, it will say "blah reconnected" on
inform, and you won't get the spammy log in msg. if you go ld for
over 30mins, you get the spammy log in msg.
while i have no doubt zif has/will prolly make it idiot proof, this
is a way to check if you have been ld over 30mins or not. over
30mins = login msg, under 30mins = reconnected msg. 

-----------------

poster: Sigwald
subject: >>>desting
date: Tue Feb 20 16:48:42 2001

On Tue Feb 20 16:30:39 2001 Zax wrote post #878:
> On Sun Feb 18 13:44:20 2001 Zifnab wrote post #862:
> > On Sun Feb 18 06:50:38 2001 Lu wrote post #860:
> > > i didn't knwo were to put this, so i put it in here casue it is kind
> > > of an idea
> > > 
> > > Apprently when eq with nice stats dests when sold to shops, i don't
> > > know too many people that sell there eq to shops but i happen to be
> > > one of them.  i don;t understand why eq with a certain value gets
> > > dested, i don't see how this can help/hurt the mud in any way. 
> > > Losing a very valuable piece of eq to a stupid mistake is definately
> > > not cool, bad enuff spening ~100k or so(didn't reall know how much i
> > > sepnt) to buy back the rest of the eq that was sold.
> > > 
> > > one person remarked that people who didnt use the keep command
> > > deserve to lose there eq liek that, but i believe having to bu the
> > > item back(hoping noone else bought it) is enuff of a 'punishment'
> > > for ebing stupid.
> > > 
> > > -lu, who misses his axe
> > 
> > While I suppose the argument can be made about this, 
> > it has been like this for 4 years.
> > 
> > Not to mention there is a keep command that to my knowledge works
> > perfectly.
> > 
> > and then there is this factor...
> > 
> > Lu tells you: i know, i have everything kept, i didnt think i was ld for
> more
> >     then 30 minutes, so i sold all
> > 
> > You didn't check to see if you sstill had stuff kept, after going 
> > link dead for soem length of time.
> > 
> > 
> > While I can see an argument for not desting the stuff the fact still
> > remains that you coudl of easily prevented what is _your_ mistake.
> 
> a way around this, and someone can correct me if i'm wrong, though
> when i just tested it, it seemed to work that way. when you go ld
> and come back within 30mins, it will say "blah reconnected" on
> inform, and you won't get the spammy log in msg. if you go ld for
> over 30mins, you get the spammy log in msg.
> while i have no doubt zif has/will prolly make it idiot proof, this
> is a way to check if you have been ld over 30mins or not. over
> 30mins = login msg, under 30mins = reconnected msg. 

No system can be totally idiot-proof, idiots are very creative persons.

-----------------

poster: Lu
subject: >>>>desting
date: Tue Feb 20 16:53:22 2001

nog, very creative..i jsut hit the login key, then muddle about. 
dont really start playing till a couple minutes after i log in, i
never really noticed those simple thinges, but now before i sell
anythign i typ i and scour my inventory to make sure everything is
kept ;)
-lu

-----------------

poster: Energystar
subject: >>stealth
date: Tue Feb 20 17:07:23 2001

On Tue Feb 20 16:19:18 2001 Zax wrote post #877:
> On Tue Feb 20 04:26:46 2001 Pedron wrote post #871:
> > Something in score above Hiding : Yes/No 
> > for stealth: On/off would be good.
> a RADICAL proposal...
> try thinking. using your brain, perhaps a small part of your memory.
> or if you are just asking for it so you can have an extra line of
> spam on your screen. i can give you some rule triggers to /echo stuf
> in tf, and i know some others who will give you some rule triggers
> to spam you stuf in zmud. other clients soon to be supported.
 It isn't all that radical really.
 Not everyone here uses a client that can keep up with these types of things.

-----------------

poster: Pedron
subject: >>>stealth
date: Wed Feb 21 00:49:46 2001

On Tue Feb 20 17:07:23 2001 Energystar wrote post #882:
> On Tue Feb 20 16:19:18 2001 Zax wrote post #877:
> > On Tue Feb 20 04:26:46 2001 Pedron wrote post #871:
> > > Something in score above Hiding : Yes/No 
> > > for stealth: On/off would be good.
> > a RADICAL proposal...
> > try thinking. using your brain, perhaps a small part of your memory.
> > or if you are just asking for it so you can have an extra line of
> > spam on your screen. i can give you some rule triggers to /echo stuf
> > in tf, and i know some others who will give you some rule triggers
> > to spam you stuf in zmud. other clients soon to be supported.
>  It isn't all that radical really.
>  Not everyone here uses a client that can keep up with these types of
things.
I just think I should know whether I'm still tiptoing around 
and slinking from corner to orner in stealth mode, or barging into rooms 
cause stealth mode has dropped.
Maybe someday there will be command that brings up a 
box listing protections/special effects still on you.  If not 
something so easy as a box, I'll bet a spell is made for psychics 
to scan a person and identify the prots on them if 
such a spell doesn't already exist. :P
I'll submit that as an idea too in case it doesn't exist.
'scan' would be the ability of a psychic to read a player's 
aura and discern what skills and spells are affecting 
that player.  Or witches, or one of thse other guilds.
It would probably be a beta/gamma level ability.

-pedron spam

-----------------

poster: Kjara
subject: relogin/idleing
date: Wed Feb 21 01:58:23 2001

Isn't this question moot now that keep flag is gonna save over quit?

-----------------

poster: Sleet
subject: >>>>stealth
date: Wed Feb 21 02:43:27 2001

On Wed Feb 21 00:49:46 2001 Pedron wrote post #883:
> On Tue Feb 20 17:07:23 2001 Energystar wrote post #882:
> > On Tue Feb 20 16:19:18 2001 Zax wrote post #877:
> > > On Tue Feb 20 04:26:46 2001 Pedron wrote post #871:
> > > > Something in score above Hiding : Yes/No 
> > > > for stealth: On/off would be good.
> > > a RADICAL proposal...
> > > try thinking. using your brain, perhaps a small part of your memory.
> > > or if you are just asking for it so you can have an extra line of
> > > spam on your screen. i can give you some rule triggers to /echo stuf
> > > in tf, and i know some others who will give you some rule triggers
> > > to spam you stuf in zmud. other clients soon to be supported.
> >  It isn't all that radical really.
> >  Not everyone here uses a client that can keep up with these types of
> things.
> I just think I should know whether I'm still tiptoing around 
> and slinking from corner to orner in stealth mode, or barging into rooms 
> cause stealth mode has dropped.
> Maybe someday there will be command that brings up a 
> box listing protections/special effects still on you.  If not 
> something so easy as a box, I'll bet a spell is made for psychics 
> to scan a person and identify the prots on them if 
> such a spell doesn't already exist. :P
> I'll submit that as an idea too in case it doesn't exist.
> 'scan' would be the ability of a psychic to read a player's 
> aura and discern what skills and spells are affecting 
> that player.  Or witches, or one of thse other guilds.
> It would probably be a beta/gamma level ability.
> 
> -pedron spam
abjurers have a spell that can tell what auras are up on people, but
its a waste of exp to trasin and a waste of sp to use so i dont
think anyone ever trains it

-----------------

poster: Tranquil
subject: >>>>>>>>Archer Guild
date: Wed Feb 21 05:34:05 2001

On Tue Feb 20 14:30:05 2001 Zifnab wrote post #875:
> Everyone seems to be ignoring the point htat was brought up.
> 
> The guild is _not_ the issue, its all the related combat 
> changes that have to happen.

Actually Zif, I did mention that it wasn't the guild that was the
problem. I did state that too many players were too against taking
time out from thier beloved xp parties to test something that they
stated might be cool. I have some ideas which would (I think) work
quite nicely with any distance killing guild, and also allow for
some small changes to most other guilds to fit a new system, but IMO
its a better idea to get other peoples ideas/opinions first, which
was the point of my post.

- Tranquil


-----------------

poster: Pedron
subject: >>>>>>>>>Archer Guild
date: Wed Feb 21 05:40:32 2001

On Wed Feb 21 05:34:05 2001 Tranquil wrote post #887:
> On Tue Feb 20 14:30:05 2001 Zifnab wrote post #875:
> > Everyone seems to be ignoring the point htat was brought up.
> > 
> > The guild is _not_ the issue, its all the related combat 
> > changes that have to happen.
> 
> Actually Zif, I did mention that it wasn't the guild that was the
> problem. I did state that too many players were too against taking
> time out from thier beloved xp parties to test something that they
> stated might be cool. I have some ideas which would (I think) work
> quite nicely with any distance killing guild, and also allow for
> some small changes to most other guilds to fit a new system, but IMO
> its a better idea to get other peoples ideas/opinions first, which
> was the point of my post.
> 
> - Tranquil
> 
Blah, the wizards are saying that their are mudlib issues with how 
combat is handled that make such guilds unfeasible.
I don't think they need players to test every deep mudlib 
change for functionality, they can clone a monster and code 
a bow and arrow to see how the change in combat is handled.
Problem sounds like it would just be too messy to make the 
mudlib handle ranged combat till the other implied changes 
are made in the future.  It always looks like 
wizards have at least 1 or 3 testers for things and they 
do have their testcharacters to zap with new stuff.

-pedron ego-boy spam :)

-----------------

poster: Phire
subject: >>>>>>>>>>Archer Guild
date: Wed Feb 21 05:44:17 2001

On Wed Feb 21 05:40:32 2001 Pedron wrote post #888:
> On Wed Feb 21 05:34:05 2001 Tranquil wrote post #887:
> > On Tue Feb 20 14:30:05 2001 Zifnab wrote post #875:
> > > Everyone seems to be ignoring the point htat was brought up.
> > > 
> > > The guild is _not_ the issue, its all the related combat 
> > > changes that have to happen.
> > 
> > Actually Zif, I did mention that it wasn't the guild that was the
> > problem. I did state that too many players were too against taking
> > time out from thier beloved xp parties to test something that they
> > stated might be cool. I have some ideas which would (I think) work
> > quite nicely with any distance killing guild, and also allow for
> > some small changes to most other guilds to fit a new system, but IMO
> > its a better idea to get other peoples ideas/opinions first, which
> > was the point of my post.
> > 
> > - Tranquil
> > 
> Blah, the wizards are saying that their are mudlib issues with how 
> combat is handled that make such guilds unfeasible.
> I don't think they need players to test every deep mudlib 
> change for functionality, they can clone a monster and code 
> a bow and arrow to see how the change in combat is handled.
> Problem sounds like it would just be too messy to make the 
> mudlib handle ranged combat till the other implied changes 
> are made in the future.  It always looks like 
> wizards have at least 1 or 3 testers for things and they 
> do have their testcharacters to zap with new stuff.
> 
> -pedron ego-boy spam :)
To do range combat properly requires the concepts of battle row in combat.
This is would be a fundamental change in the way combat, skills and spells are
done. The general concept to do this may be easy, but to go back and refit 
everything for this take ALOT of manpower.

It's not something that Zif can code up and have Slice die a few times to
and then release :P


-----------------

poster: Tranquil
subject: >>>>>>>>>>Archer Guild
date: Wed Feb 21 05:44:26 2001

On Wed Feb 21 05:40:32 2001 Pedron wrote post #888:
> On Wed Feb 21 05:34:05 2001 Tranquil wrote post #887:
> > On Tue Feb 20 14:30:05 2001 Zifnab wrote post #875:
> > > Everyone seems to be ignoring the point htat was brought up.
> > > 
> > > The guild is _not_ the issue, its all the related combat 
> > > changes that have to happen.
> > 
> > Actually Zif, I did mention that it wasn't the guild that was the
> > problem. I did state that too many players were too against taking
> > time out from thier beloved xp parties to test something that they
> > stated might be cool. I have some ideas which would (I think) work
> > quite nicely with any distance killing guild, and also allow for
> > some small changes to most other guilds to fit a new system, but IMO
> > its a better idea to get other peoples ideas/opinions first, which
> > was the point of my post.
> > 
> > - Tranquil
> > 
> Blah, the wizards are saying that their are mudlib issues with how 
> combat is handled that make such guilds unfeasible.
> I don't think they need players to test every deep mudlib 
> change for functionality, they can clone a monster and code 
> a bow and arrow to see how the change in combat is handled.
> Problem sounds like it would just be too messy to make the 
> mudlib handle ranged combat till the other implied changes 
> are made in the future.  It always looks like 
> wizards have at least 1 or 3 testers for things and they 
> do have their testcharacters to zap with new stuff.
> 
> -pedron ego-boy spam :)

Were you even around when we had the new party system? If so, then
you will know what I mean about ideas not being tested. Maybe its
just me, but after seeing a little of how code works (maybe next to
nothing about combat code, but afaics a hook isnt that hard to add),
I think it would be worth at the very least, a small peek at to show
if its feasable.

- Tranquil


-----------------

poster: Pedron
subject: >>>>>>>>>>>Archer Guild
date: Wed Feb 21 05:51:44 2001

On Wed Feb 21 05:44:26 2001 Tranquil wrote post #890:
> On Wed Feb 21 05:40:32 2001 Pedron wrote post #888:
> > On Wed Feb 21 05:34:05 2001 Tranquil wrote post #887:
> > > On Tue Feb 20 14:30:05 2001 Zifnab wrote post #875:
> > > > Everyone seems to be ignoring the point htat was brought up.
> > > > 
> > > > The guild is _not_ the issue, its all the related combat 
> > > > changes that have to happen.
> > > 
> > > Actually Zif, I did mention that it wasn't the guild that was the
> > > problem. I did state that too many players were too against taking
> > > time out from thier beloved xp parties to test something that they
> > > stated might be cool. I have some ideas which would (I think) work
> > > quite nicely with any distance killing guild, and also allow for
> > > some small changes to most other guilds to fit a new system, but IMO
> > > its a better idea to get other peoples ideas/opinions first, which
> > > was the point of my post.
> > > 
> > > - Tranquil
> > > 
> > Blah, the wizards are saying that their are mudlib issues with how 
> > combat is handled that make such guilds unfeasible.
> > I don't think they need players to test every deep mudlib 
> > change for functionality, they can clone a monster and code 
> > a bow and arrow to see how the change in combat is handled.
> > Problem sounds like it would just be too messy to make the 
> > mudlib handle ranged combat till the other implied changes 
> > are made in the future.  It always looks like 
> > wizards have at least 1 or 3 testers for things and they 
> > do have their testcharacters to zap with new stuff.
> > 
> > -pedron ego-boy spam :)
> 
> Were you even around when we had the new party system? If so, then
> you will know what I mean about ideas not being tested. Maybe its
> just me, but after seeing a little of how code works (maybe next to
> nothing about combat code, but afaics a hook isnt that hard to add),
> I think it would be worth at the very least, a small peek at to show
> if its feasable.
> 
> - Tranquil
> 
Last time zparty was being tested a week or two ago, zifnab called 
for volunteers.  2 minutes later he said, ok we have enough volunteers 
now thank you.  That implies they have enough volunteers.
Considering what wizards have done with races and guilds and such
since I started here, 
I'm pretty sure we'd have archers in the game by now if it wasn't 
so tremendously huge a change as Phire says in the 
previous post. (Yeah I know you posted at the sam time 
and you missed his remarks.)

The point is: players aren't to be blamed for the lack of 
archers or ranged combat, nor are wizards. :P  Quit posting how 
the problem lies with slacker players now.  Maybe you'll 
see how hard it is to set stuff up on a large scale 
at ur other mud and understand. ;>

-pedron ultraspam

-----------------

poster: Zifnab
subject: >>>>>>>>>Archer Guild
date: Wed Feb 21 06:25:32 2001

On Wed Feb 21 05:34:05 2001 Tranquil wrote post #887:
> On Tue Feb 20 14:30:05 2001 Zifnab wrote post #875:
> > Everyone seems to be ignoring the point htat was brought up.
> > 
> > The guild is _not_ the issue, its all the related combat 
> > changes that have to happen.
> 
> Actually Zif, I did mention that it wasn't the guild that was the
> problem. I did state that too many players were too against taking
> time out from thier beloved xp parties to test something that they
> stated might be cool. I have some ideas which would (I think) work
> quite nicely with any distance killing guild, and also allow for
> some small changes to most other guilds to fit a new system, but IMO
> its a better idea to get other peoples ideas/opinions first, which
> was the point of my post.
> 
> - Tranquil
> 
you are mistaken.  It is not the fact that players dont want to 
test.  If we ask for people to test stuff there are usually
more than enough volunteers.  And again it is not a guild/testing
issue, it is purely a mudlib problem.  combat here was not designed
for a lot of stuff, and ranged combat was surely not an option
when it was written.

Again its a combat/mudlib issue that woudl result in combat
being rewritten and at this point in the muds life, I do
not see that happening.

-----------------

poster: Zifnab
subject: >>>>>>>>>>>Archer Guild
date: Wed Feb 21 06:27:08 2001

> > are made in the future.  It always looks like 
> > wizards have at least 1 or 3 testers for things and they 
> > do have their testcharacters to zap with new stuff.
> > 
> > -pedron ego-boy spam :)
> 
> Were you even around when we had the new party system? If so, then
> you will know what I mean about ideas not being tested. Maybe its
> just me, but after seeing a little of how code works (maybe next to
> nothing about combat code, but afaics a hook isnt that hard to add),
> I think it would be worth at the very least, a small peek at to show
> if its feasable.
> 
> - Tranquil
> 
what does a hook have to do with anything?

The rows didnt work as intended. without redoing combat they wont
work as intended so where is the idea that wasnt tested?
**


-----------------

poster: Jaguar
subject: autoloot
date: Wed Feb 21 16:03:59 2001

Hmm, seeing as we are saving keep status, could we save autoloot
status too? Its just a pain how it defaults to off, and i leave a
trail of gold behind me :)

-----------------

poster: Tigran
subject: >autoloot
date: Wed Feb 21 16:04:47 2001

On Wed Feb 21 16:03:59 2001 Jaguar wrote post #894:
> Hmm, seeing as we are saving keep status, could we save autoloot
> status too? Its just a pain how it defaults to off, and i leave a
> trail of gold behind me :)
Whomever follows you, i'm sure doesn't mind.

-----------------

poster: Elendor
subject: reposting
date: Thu Feb 22 15:38:41 2001

Do ppl really need to send the whole of the old messages just to 
say for words about that subject, we have all read the 
previuos posts to get to yours so dont need to see it repeated all
over again, i cant count how many times ive had to go through 
2-3 pages of the same spam i just read to get to a 1 line post.

Get a grip pll dont be sheep and only post what you want 
to say.

-----------------

poster: Wildchild
subject: >reposting
date: Thu Feb 22 18:37:04 2001

On Thu Feb 22 15:38:41 2001 Elendor wrote post #896:
> Do ppl really need to send the whole of the old messages just to 
> say for words about that subject, we have all read the 
> previuos posts to get to yours so dont need to see it repeated all
> over again, i cant count how many times ive had to go through 
> 2-3 pages of the same spam i just read to get to a 1 line post.
> 
> Get a grip pll dont be sheep and only post what you want 
> to say.

Generally quoting a previous post is a very appropriate and useful
thing to do, especially when you're responding to a post that was
posted 20 posts ago :)
However, what gets people is the fact that, well, I can't blame
people for not wanting to use the editor :)

-WildChild

-----------------

poster: Wildchild
subject: help event/events
date: Fri Feb 23 02:13:01 2001

Maybe just a simple file for 'help event' and 'help events' to
suggest that the correct useage is 'events help'.


-WC

-----------------

poster: Arkangyle
subject: egg hunt event
date: Fri Feb 23 05:29:53 2001

  Nothing major, just thought it might be good to get rid of the
'eggs' command and instead use 'events score egg hunt' like all the
other events.

- Arkangyle

-----------------

poster: Ada
subject: upon reincing...
date: Sat Feb 24 05:07:16 2001


Upon reincing, not to lose your title. Just an idea.

-ada



-----------------

poster: Wildchild
subject: >upon reincing...
date: Sat Feb 24 06:47:19 2001

On Sat Feb 24 05:07:16 2001 Ada wrote post #900:
> Upon reincing, not to lose your title. Just an idea.
> 
> -ada
> 
> 

How about just reentering it after you reinc? I don't recall it
being *that* difficult or anything.

-WC

-----------------

poster: Pedron
subject: >insignia
date: Sat Feb 24 22:42:23 2001

On Sat Feb 24 22:41:02 2001 Pedron wrote post #902:
> An npc guy to beat/stamp/stich/carve your clan 
> insignia into a piece of your armor for a big wad of money.
> Preferably, the insignia would stick forever and no new 
> insignia could be put over it.  Nor could it be removed.
> The insignia would go in the long description and be +coolness.
> 
> -pedron spam
Could also make a spell of it somewhere in 
enchanters or psychics.

-pedron morespam

-----------------

poster: Trigon
subject: Create power crystal
date: Sun Feb 25 00:27:17 2001

In the help file for create power crystal it says the value of the
gem affects the crystal you make, but it says nothing about
quantity.  I just did an experiment.  Normally it takes me about
3-5k buying all the gems under 1k to make a shining purple power
crystal, the highest there is.  I havn't counted how many gems, but
it's a lot.  So I just bought like a diamond and a ruby for 22500
gold each, and I got a magental crystal.
Isn't there something wrong when 5k worth of gems makes a better
crystal than 40k?  I think the value of the gems needs to make much
more of a significant difference in the quality of your power
crystal, not just buy 30 cheap ones and make a great crystal.
Trigon

-----------------

poster: Locke
subject: >Create power crystal
date: Sun Feb 25 00:52:21 2001

On Sun Feb 25 00:27:17 2001 Trigon wrote post #904:
> In the help file for create power crystal it says the value of the
> gem affects the crystal you make, but it says nothing about
> quantity.  I just did an experiment.  Normally it takes me about
> 3-5k buying all the gems under 1k to make a shining purple power
> crystal, the highest there is.  I havn't counted how many gems, but
> it's a lot.  So I just bought like a diamond and a ruby for 22500
> gold each, and I got a magental crystal.
> Isn't there something wrong when 5k worth of gems makes a better
> crystal than 40k?  I think the value of the gems needs to make much
> more of a significant difference in the quality of your power
> crystal, not just buy 30 cheap ones and make a great crystal.
> Trigon
zz
Well, i've been adept of stones for a bit, and I really don't think
that you can make a shining purple for 3-5k gold *cough*  It usually
takes me ~10-12k and i have some chanters of the deep earth =). 
Clearly, making power crystals are not that cheap because i
completely drain 1 in 1/2 hr of solo xping.

-Just a comment
-L

-----------------

poster: Trigon
subject: >>Create power crystal
date: Sun Feb 25 00:53:24 2001

Bah you just told me that and I admitted it.  It is more like
10-15k, but that's still a big jump when I used 2 22k gems and
didn't get as good.
Trigon

-----------------

poster: Tektor
subject: Lodestones
date: Sun Feb 25 01:06:46 2001

Master navs should have a mastery skill for lodestones.
Would also be cool if with that mastery you could have the chance of
making a white lodestone which takes you too a room with a portal to
each island. and it coudl say it has so many uses on it the higher
the mastery the more uses it has.

-----------------

poster: Tektor
subject: Darkness
date: Mon Feb 26 01:16:41 2001

Cities and Shops should emit light that overides dark emmitting eq.
I can't even buy a torch to see int he shop foo.

-----------------

poster: Grasfer
subject: Evil Church
date: Tue Feb 27 10:38:19 2001

What about a church where an Evil Priest make an offer to the gods, and 
everyone who watch it gets evil. The offer can be an baby or something 
realy holy. The offer make place about every hour.

< -- GraSFer -- >

-----------------

poster: Sumerion
subject: Allie
date: Tue Feb 27 20:34:13 2001

There should be max timeon allie the allien like a day.

-----------------

poster: Pedron
subject: >Allie
date: Tue Feb 27 21:33:03 2001

On Tue Feb 27 20:34:13 2001 Sumerion wrote post #910:
> There should be max timeon allie the allien like a day.
Foo max time, I've got my shards sitting on castle floor 
waiting for someone or a lucky random lodestone to get 
the other two. :)  I can get my last 2 pieces on 
a single charge of lodestone if it drops me in the 
right spot. :P

Allie staying longer doesn't hurt you and leaves the last 
glimmer of hope for me to finish it again. :P

-----------------

poster: Tranquil
subject: >Allie
date: Wed Feb 28 01:40:37 2001

On Tue Feb 27 20:34:13 2001 Sumerion wrote post #910:
> There should be max timeon allie the allien like a day.

There is. One full boot =p

- Tranquil sees the funny side of Allie being agro to Sumerion even
though as tank he copped it aswell


-----------------

poster: Pedron
subject: infiltration
date: Wed Feb 28 03:28:30 2001

some kind of bravo/omicron ability to 
sneak past blockers would be cool. :P

-----------------

poster: Energystar
subject: >>Allie
date: Wed Feb 28 08:51:32 2001

On Tue Feb 27 21:33:03 2001 Pedron wrote post #911:
> On Tue Feb 27 20:34:13 2001 Sumerion wrote post #910:
> > There should be max timeon allie the allien like a day.
> Foo max time, I've got my shards sitting on castle floor 
> waiting for someone or a lucky random lodestone to get 
> the other two. :)  I can get my last 2 pieces on 
> a single charge of lodestone if it drops me in the 
> right spot. :P
> 
> Allie staying longer doesn't hurt you and leaves the last 
> glimmer of hope for me to finish it again. :P
Allie staying longer can be hurtful. If someone attacks it,
especially an unknowing newbie, they have to avoid cs for the rest
of the boot.

-----------------

poster: Zax
subject: >>>Allie
date: Wed Feb 28 10:28:16 2001

On Wed Feb 28 08:51:32 2001 Energystar wrote post #914:
> On Tue Feb 27 21:33:03 2001 Pedron wrote post #911:
> > On Tue Feb 27 20:34:13 2001 Sumerion wrote post #910:
> > > There should be max timeon allie the allien like a day.
> > Foo max time, I've got my shards sitting on castle floor 
> > waiting for someone or a lucky random lodestone to get 
> > the other two. :)  I can get my last 2 pieces on 
> > a single charge of lodestone if it drops me in the 
> > right spot. :P
> > 
> > Allie staying longer doesn't hurt you and leaves the last 
> > glimmer of hope for me to finish it again. :P
> Allie staying longer can be hurtful. If someone attacks it,
> especially an unknowing newbie, they have to avoid cs for the rest
> of the boot.

firstly, a newbie could attack any big mob and be agro to it etc,
and secondly, if they attack it once and die, at least they know not
to attack it again, even if they have to avoid it for the rest of
the boot :)

-----------------

poster: Blackthorne
subject: >>>>Allie
date: Wed Feb 28 13:15:52 2001

Doesn't any mob stop being aggro to you after a while?

-----------------

poster: Wildchild
subject: >>>>>Allie
date: Wed Feb 28 16:10:45 2001

On Wed Feb 28 13:15:52 2001 Blackthorne wrote post #916:
> Doesn't any mob stop being aggro to you after a while?

I believe the only way that occurs is if the room resets, which
takes awhile. The odds of that happening in CS is next to nothing
with players running through there constantly.

-WC

-----------------

poster: Zifnab
subject: >>>>>>Allie
date: Wed Feb 28 16:22:56 2001

On Wed Feb 28 16:10:45 2001 Wildchild wrote post #917:
> On Wed Feb 28 13:15:52 2001 Blackthorne wrote post #916:
> > Doesn't any mob stop being aggro to you after a while?
> 
> I believe the only way that occurs is if the room resets, which
> takes awhile. The odds of that happening in CS is next to nothing
> with players running through there constantly.
> 
> -WC
slight technical issue here, reseting wont affect anything.

I think the term you were looking for was 'cleaning up' which
as you state with people in and out of CS constantly
it will never happen.


rooms clean up after 1 hour of inactivity (i think) I may 
be mistaken on the 1 hour it might be longer.

-----------------

poster: Nyx
subject: >>>Allie
date: Wed Feb 28 20:56:21 2001

On Wed Feb 28 08:51:32 2001 Energystar wrote post #914:
> On Tue Feb 27 21:33:03 2001 Pedron wrote post #911:
> > On Tue Feb 27 20:34:13 2001 Sumerion wrote post #910:
> > > There should be max timeon allie the allien like a day.
> > Foo max time, I've got my shards sitting on castle floor 
> > waiting for someone or a lucky random lodestone to get 
> > the other two. :)  I can get my last 2 pieces on 
> > a single charge of lodestone if it drops me in the 
> > right spot. :P
> > 
> > Allie staying longer doesn't hurt you and leaves the last 
> > glimmer of hope for me to finish it again. :P
> Allie staying longer can be hurtful. If someone attacks it,
> especially an unknowing newbie, they have to avoid cs for the rest
> of the boot.
Thats not that hard.

-----------------

poster: Chemosh
subject: >>Allie
date: Thu Mar  1 00:22:24 2001

just a not pouffy did allie everytime in record time and without
such fancy aids like lodestones... pouffy was just cool (even if he
is french)


chemosh

grumble.. 1-0... grumble

-----------------

poster: Pedron
subject: >>>Allie
date: Thu Mar  1 00:26:55 2001

On Thu Mar  1 00:22:24 2001 Chemosh wrote post #920:
> just a not pouffy did allie everytime in record time and without
> such fancy aids like lodestones... pouffy was just cool (even if he
> is french)
> 
> 
> chemosh
> 
> grumble.. 1-0... grumble
First time I needed lodestones for sphere event 
was this last one where I logged in 10 hours after it started 
and most of the shards were gone. ;P

Between us, wagro and I can usually knock it out in 40-60 minutes, 
we've gotten 2 or 3 and I've solo'd 
another 1 or 2. :P
Usually end up buying a last shard from a newbie or someone who picked it up, 
but I'm sure pouffy has too. :)

Am not sure where Chemosh's post is coming from, 
but I was bored and interested in spamming with a reply, 
so here it is.

-pedron spam

-----------------

poster: Alisha
subject: Emote
date: Sat Mar  3 03:02:10 2001

lap
You sit on so&so's lap.
So&so sits on your lap.

-----------------

poster: Trigon
subject: Find herbs
date: Sat Mar  3 04:27:47 2001

When you find a herb, could you get some sort of message about what
you just found instead of You carefully pick up something?
Trigon

-----------------

poster: Fox
subject: Familiars
date: Sun Mar  4 20:39:53 2001

Familiars need to pacify their targets when the owner pacifies the player(s).

-----------------

poster: Bahgtru
subject: Area
date: Mon Mar  5 01:12:53 2001

Maybe get an area spell in the cleric guild

-----------------

poster: Baer
subject: >Area
date: Mon Mar  5 01:15:24 2001

On Mon Mar  5 01:12:53 2001 Bahgtru wrote post #926:
> Maybe get an area spell in the cleric guild
There is one in the exorcist guild. And the inquis. tree also has one.

If you want to be a blaster at the alpha/beta level, don't be a cleric.

-----------------

poster: Lu
subject: idea
date: Mon Mar  5 06:34:43 2001

maybe a way to put your guild item percent into prompt
-lu, whose full of ideas

-----------------

poster: Paladin
subject: new emote
date: Mon Mar  5 11:54:25 2001

'oscilate'  "You oscilate freely and encourage others to do the same."
i like it anyway

-----------------

poster: Paladin
subject: oscilate
date: Mon Mar  5 11:57:04 2001

its actually spelled oscillate... sorry about that.

-----------------

poster: Tektor
subject: Stats
date: Tue Mar  6 03:52:54 2001

could charisma be added when you report your stats to someone? Its
just as a stat now with bards and its cool to be able to show it
since its my highest stat.

-----------------

poster: Gyntry
subject: New Emote
date: Tue Mar  6 08:43:07 2001

  An oof emote.
syntax would be: oof and oof LIV
Gyntry goes, 'Oof!'
or Gyntry goes, 'Oof!' at Foo.

-----------------

poster: Blackthorne
subject: New Emote
date: Tue Mar  6 10:00:36 2001

damn and damn LIV
You exclaim, "Damn!"
You look at Foo and exclaim, "Damn!"

-----------------

poster: Nyx
subject: >New Emote
date: Tue Mar  6 19:58:29 2001

On Tue Mar  6 08:43:07 2001 Gyntry wrote post #932:
>   An oof emote.
> syntax would be: oof and oof LIV
> Gyntry goes, 'Oof!'
> or Gyntry goes, 'Oof!' at Foo.
Done

-----------------

poster: Nyx
subject: >New Emote
date: Tue Mar  6 19:58:35 2001

On Tue Mar  6 10:00:36 2001 Blackthorne wrote post #933:
> damn and damn LIV
> You exclaim, "Damn!"
> You look at Foo and exclaim, "Damn!"
Done

-----------------

poster: Nyx
subject: >new emote
date: Tue Mar  6 20:01:03 2001

On Mon Mar  5 11:54:25 2001 Paladin wrote post #929:
> 'oscilate'  "You oscilate freely and encourage others to do the same."
> i like it anyway
Done

-----------------

poster: Lizzie
subject: new emote (again)
date: Tue Mar  6 20:06:40 2001

oscillate2 (the resturn)  You oscillate your apendages in a rotary
fashion mimicing a windmill.

-----------------

poster: Nyx
subject: >new emote (again)
date: Tue Mar  6 20:14:46 2001

On Tue Mar  6 20:06:40 2001 Lizzie wrote post #937:
> oscillate2 (the resturn)  You oscillate your apendages in a rotary
> fashion mimicing a windmill.
Done

-----------------

poster: Alisha
subject: Emotes emotes emotes.
date: Tue Mar  6 20:17:10 2001

lap
You hop into SonSo's lap.
SonSo hops into your lap.

Lishiebean

-----------------

poster: Nyx
subject: >Emotes emotes emotes.
date: Tue Mar  6 20:18:54 2001

On Tue Mar  6 20:17:10 2001 Alisha wrote post #939:
> lap
> You hop into SonSo's lap.
> SonSo hops into your lap.
> 
> Lishiebean
Done, but it is laphop

-----------------

poster: Regan
subject: last time on
date: Wed Mar  7 02:26:51 2001

I didn't know where else to put this...

I think there is a problem with Last time on... i know for a fact
dfalt was on last night around 11 pm central time... something close
to that at least. 

When I just checked it.. it says over 1 day ago..but that was about
20 hours ago...

maybe someone could check into it.

-Regan

-----------------

poster: Magneto
subject: >last time on
date: Wed Mar  7 02:52:42 2001

On Wed Mar  7 02:26:51 2001 Regan wrote post #941:
> I didn't know where else to put this...
> 
> I think there is a problem with Last time on... i know for a fact
> dfalt was on last night around 11 pm central time... something close
> to that at least. 
> 
> When I just checked it.. it says over 1 day ago..but that was about
> 20 hours ago...
> 
> maybe someone could check into it.
> 
> -Regan
It is more along the lines of 'last time they connected' instead of
when they left

Mags

-----------------

poster: Pedron
subject: >>last time on
date: Wed Mar  7 03:13:58 2001

On Wed Mar  7 02:52:42 2001 Magneto wrote post #942:
> On Wed Mar  7 02:26:51 2001 Regan wrote post #941:
> > I didn't know where else to put this...
> > 
> > I think there is a problem with Last time on... i know for a fact
> > dfalt was on last night around 11 pm central time... something close
> > to that at least. 
> > 
> > When I just checked it.. it says over 1 day ago..but that was about
> > 20 hours ago...
> > 
> > maybe someone could check into it.
> > 
> > -Regan
> It is more along the lines of 'last time they connected' instead of
> when they left
> 
> Mags
Maybe tinker with something to show the last time 
the player quit or disconnected?

-pedron

-----------------

poster: Magneto
subject: >>>last time on
date: Wed Mar  7 03:53:33 2001

On Wed Mar  7 03:13:58 2001 Pedron wrote post #943:
> On Wed Mar  7 02:52:42 2001 Magneto wrote post #942:
> > On Wed Mar  7 02:26:51 2001 Regan wrote post #941:
> > > I didn't know where else to put this...
> > > 
> > > I think there is a problem with Last time on... i know for a fact
> > > dfalt was on last night around 11 pm central time... something close
> > > to that at least. 
> > > 
> > > When I just checked it.. it says over 1 day ago..but that was about
> > > 20 hours ago...
> > > 
> > > maybe someone could check into it.
> > > 
> > > -Regan
> > It is more along the lines of 'last time they connected' instead of
> > when they left
> > 
> > Mags
> Maybe tinker with something to show the last time 
> the player quit or disconnected?
> 
> -pedron
Well if you can talk someone else into it ff.  But this has been the way it is
for N years.  And login time is valuable info also.  If we switch it someone 
else will complain that we took away the functionality they liked.
So thats my 2 cents on it.  
Mags

-----------------

poster: Alisha
subject: Event
date: Wed Mar  7 14:58:20 2001

I don't know, this came to me at 2AM... but I thought it would be
neat (or annoying, depending) to have an event that was like, really
strong winds. And the winds will randomly blow someone from one
place in the mud to another. *shrug* Just a thought from my very
very tired mind.

-- Lishie

-----------------

poster: Kjara
subject: woodsman skills
date: Wed Mar  7 22:48:30 2001

Just an idea and it might already be being worked on but mabee make
the fashion leafshield/blade useable in forests in areas, not just
on the vmap ones?

-----------------

poster: Pedron
subject: >Event
date: Wed Mar  7 23:32:27 2001

On Wed Mar  7 14:58:20 2001 Alisha wrote post #945:
> I don't know, this came to me at 2AM... but I thought it would be
> neat (or annoying, depending) to have an event that was like, really
> strong winds. And the winds will randomly blow someone from one
> place in the mud to another. *shrug* Just a thought from my very
> very tired mind.
> 
> -- Lishie
That would rock.  Probably cheese off the people who scorn 
the use of random lodestones, but a random chance at getting 
killed, being dropped in a new area, finding a bit of treasure 
is always cool for me. :)  Folks with alot of exp on might idle it 
out in their castles or something.

-----------------

poster: Wagro
subject: prompt
date: Wed Mar  7 23:42:21 2001

can we have a % of max hp/sp/ep argument?

-----------------

poster: Blackthorne
subject: New Emotes
date: Thu Mar  8 00:24:51 2001

mrt, mrt STR, mrt LIV, mrt LIV STR
In a gruff voice, you say, "I pity the fool!"
In a gruff voice, you say, "I pity the fool !"
You look at  and say, "I pity the fool!"
You look at  and say, "I pity the fool !"

also, blackthorne LIV
You don't talk to  because you can never spell his name right.

-B, the lonely.

-----------------

poster: Tranquil
subject: >>Event
date: Thu Mar  8 02:18:40 2001

On Wed Mar  7 23:32:27 2001 Pedron wrote post #947:
> On Wed Mar  7 14:58:20 2001 Alisha wrote post #945:
> > I don't know, this came to me at 2AM... but I thought it would be
> > neat (or annoying, depending) to have an event that was like, really
> > strong winds. And the winds will randomly blow someone from one
> > place in the mud to another. *shrug* Just a thought from my very
> > very tired mind.
> > 
> > -- Lishie
> That would rock.  Probably cheese off the people who scorn 
> the use of random lodestones, but a random chance at getting 
> killed, being dropped in a new area, finding a bit of treasure 
> is always cool for me. :)  Folks with alot of exp on might idle it 
> out in their castles or something.
Theoretically it could work. I've been on (not actually played, but
been on) another mud that has a quite extensive weather arrangement
which includes tornados that would do the same thing you suggested.
The only thing is on that mud, it only works on their equivalent of
vmaps.

The vmap restriction isnt really a big deal on that mud because of
the fact that the overland areas are stuffed full of everything,
from players to monsies to all sorts of hidden stuff, but here we
dont have much, if anything on our overland areas.

Which leads us to the question; Where would this tornado have a
chance of transporting you to? Just vmap areas? Just rooms inside
the area/island you are in/on? or would it be a mud-encompassing
event? I like the idea, but you gotta suggest something more
explanatory than 'I think this might be cool' but not really telling
us much about what it is you think may be cool. =p

- Tranquil adds to the spam.


-----------------

poster: Pedron
subject: >>>Event
date: Thu Mar  8 03:37:33 2001

could just make the even find_player(foo), picking random 
players the same way it picks players to zap with free exp or 
newbienosucks and such.  after it finds random player foo, 
it throws them to random room blah.  more likely to be area rooms 
since those are already listed or something for lodestones 
to use, the event could use that list.

It's doable, just the question of is it too cool or 
too dangerous or too worthless to be added to events. :)
Instead of getting sucked into a blob or having clones materialize
before you, 
you'd be sucked to a random room and maybe fed 
to some wyverns for dinner. 

-pedron

-----------------

poster: Bahgtru
subject: New Emote
date: Thu Mar  8 10:36:45 2001

tw or tigerwolf emote
You are the best newbie helper
You declare  to be the best newbie helper


-----------------

poster: Sleet
subject: >>>>Event
date: Fri Mar  9 03:19:27 2001

On Thu Mar  8 03:37:33 2001 Pedron wrote post #951:
> could just make the even find_player(foo), picking random 
> players the same way it picks players to zap with free exp or 
> newbienosucks and such.  after it finds random player foo, 
> it throws them to random room blah.  more likely to be area rooms 
> since those are already listed or something for lodestones 
> to use, the event could use that list.
> 
> It's doable, just the question of is it too cool or 
> too dangerous or too worthless to be added to events. :)
> Instead of getting sucked into a blob or having clones materialize
> before you, 
> you'd be sucked to a random room and maybe fed 
> to some wyverns for dinner. 
> 
> -pedron
sleet
why just an event? why cant we have things like tornados just
randomly runnign around the vmaps normally transporting people
around, or maybe making you stay in a room for a minute or too,
theyd be liek mini hazards, could make them have little chars on
vmap that would wander around.
my two cents,
sleet

-----------------

poster: Tranquil
subject: >>>>>Event
date: Fri Mar  9 03:22:42 2001

On Fri Mar  9 03:19:27 2001 Sleet wrote post #953:
> On Thu Mar  8 03:37:33 2001 Pedron wrote post #951:
> > could just make the even find_player(foo), picking random 
> > players the same way it picks players to zap with free exp or 
> > newbienosucks and such.  after it finds random player foo, 
> > it throws them to random room blah.  more likely to be area rooms 
> > since those are already listed or something for lodestones 
> > to use, the event could use that list.
> > 
> > It's doable, just the question of is it too cool or 
> > too dangerous or too worthless to be added to events. :)
> > Instead of getting sucked into a blob or having clones materialize
> > before you, 
> > you'd be sucked to a random room and maybe fed 
> > to some wyverns for dinner. 
> > 
> > -pedron
> sleet
> why just an event? why cant we have things like tornados just
> randomly runnign around the vmaps normally transporting people
> around, or maybe making you stay in a room for a minute or too,
> theyd be liek mini hazards, could make them have little chars on
> vmap that would wander around.
> my two cents,
> sleet
That would be -exactly- like what the other mud had. I think we
should keep at leats a tiny shred of originality here though.

-----------------

poster: Chemosh
subject: ausction emotes
date: Fri Mar  9 09:02:19 2001

just something that we all do.. maybe an emote would help... this is
jjust a '1st draft'


Auction1  
Going once to  for !

Auction2  
Going twice to  for ! !

Auction3  
Going once to  for , any other offers? Last chance! ! !

sold  
And *SOLD* to  for . Enjoy your purchase!



-----------------

poster: Wagro
subject: emotes
date: Sat Mar 10 15:40:05 2001

have the stan emote have a target? like 'You say, ", what the
hell are you talking about?"' and they see ' says, ", what
the hell are you talking about?"

-----------------

poster: Fain
subject: Exp rate
date: Sun Mar 11 05:14:07 2001

Maybe make all newbies have 100% xp rate until they are over lvl
15?,just an idea,seeing as i get like 81% xp..shrug just a thought

-----------------

poster: Arkangyle
subject: >Exp rate
date: Sun Mar 11 05:19:08 2001

On Sun Mar 11 05:14:07 2001 Fain wrote post #957:
> Maybe make all newbies have 100% xp rate until they are over lvl
> 15?,just an idea,seeing as i get like 81% xp..shrug just a thought
pick a different race ... maybe human

-----------------

poster: Pedron
subject: >>Exp rate
date: Sun Mar 11 09:15:45 2001

On Sun Mar 11 05:19:08 2001 Arkangyle wrote post #958:
> On Sun Mar 11 05:14:07 2001 Fain wrote post #957:
> > Maybe make all newbies have 100% xp rate until they are over lvl
> > 15?,just an idea,seeing as i get like 81% xp..shrug just a thought
> pick a different race ... maybe human
cromagnon, leprachaun, some others have more than 100% rate. :)
can also buy exp rate wish if you explre for 1st and/or 2nd tps

-----------------

poster: Pedron
subject: raena
date: Sun Mar 11 10:02:29 2001

maybe make her kill people she's aggro to if they try to pray to 
raena even if it is their first time. :)  Seems like a cheesehead 
eq mob that fullheals you on request if you get wimpied or tapped trying to 
kill it.

-pedron

-----------------

poster: Lokie
subject: >raena
date: Sun Mar 11 22:44:01 2001

On Sun Mar 11 10:02:29 2001 Pedron wrote post #960:
> maybe make her kill people she's aggro to if they try to pray to 
> raena even if it is their first time. :)  Seems like a cheesehead 
> eq mob that fullheals you on request if you get wimpied or tapped trying to 
> kill it.
> 
> -pedron
i agree but I would like to add I think she should be aggro to all
ppls with less the holy man alignment.

-----------------

poster: Kaos
subject: Dispel bodies
date: Mon Mar 12 16:27:23 2001

I think alot more of the lesser bodies would be used if there
was a way to dispel them without waiting 10-15 minutes. As of now,
only mist form and nether body can be dispelled, and I really don't
see a reason why the other body spells shouldn't.

-----------------

poster: Regan
subject: Masteries
date: Mon Mar 12 21:22:13 2001

pp Lesser Phys Shield [OFF]
I was wondering about what happens with spells you use before you
actually get your guild item. I am a lvl 32 harmer and do not have
the item, I have used some spells 700 times or more.. Am I not going
to get any mastery points for this?

-Regan

-----------------

poster: Zifnab
subject: >Masteries
date: Mon Mar 12 21:30:53 2001

On Mon Mar 12 21:22:13 2001 Regan wrote post #963:
> pp Lesser Phys Shield [OFF]
> I was wondering about what happens with spells you use before you
> actually get your guild item. I am a lvl 32 harmer and do not have
> the item, I have used some spells 700 times or more.. Am I not going
> to get any mastery points for this?
> 
> -Regan
you start gaining the masteries after you get the guild item.

-----------------

poster: Regan
subject: >>Masteries
date: Mon Mar 12 21:33:11 2001

I think that it should take into acount everything u have already
done, or only take into account spells u get after the guild item,
so from level 40 on for harmer. IS this what it does? or do spells
like clw and harm body affect it?

-Regan

-----------------

poster: Regan
subject: docks
date: Tue Mar 13 00:43:34 2001

I find it odd that in the desc of the docks on rd, there are no
signs or anything ut u can still la sign to see how long till the
boats come.. either add it to the desc or take it out:D

-Regan

-----------------

poster: Zifnab
subject: >docks
date: Tue Mar 13 01:19:42 2001

On Tue Mar 13 00:43:34 2001 Regan wrote post #966:
> I find it odd that in the desc of the docks on rd, there are no
> signs or anything ut u can still la sign to see how long till the
> boats come.. either add it to the desc or take it out:D
> 
> -Regan
care to mention which of the 6-7 docks you are referring too?

the tour dock has nothign there, the next one i visited
has a sign.  regardless its a sign inherit that can be looked at or read
that is being used in most cases for that, it defaults to sign.

-----------------

poster: Regan
subject: >>docks
date: Tue Mar 13 02:51:46 2001

On Tue Mar 13 01:19:42 2001 Zifnab wrote post #967:
> On Tue Mar 13 00:43:34 2001 Regan wrote post #966:
> > I find it odd that in the desc of the docks on rd, there are no
> > signs or anything ut u can still la sign to see how long till the
> > boats come.. either add it to the desc or take it out:D
> > 
> > -Regan
> care to mention which of the 6-7 docks you are referring too?
> 
> the tour dock has nothign there, the next one i visited
> has a sign.  regardless its a sign inherit that can be looked at or read
> that is being used in most cases for that, it defaults to sign.
Misty and Blackavar on the RD side. Havn't checked the other sides.

-Regan

-----------------

poster: Pedron
subject: >>>docks
date: Tue Mar 13 04:13:07 2001

On Tue Mar 13 02:51:46 2001 Regan wrote post #968:
> On Tue Mar 13 01:19:42 2001 Zifnab wrote post #967:
> > On Tue Mar 13 00:43:34 2001 Regan wrote post #966:
> > > I find it odd that in the desc of the docks on rd, there are no
> > > signs or anything ut u can still la sign to see how long till the
> > > boats come.. either add it to the desc or take it out:D
> > > 
> > > -Regan
> > care to mention which of the 6-7 docks you are referring too?
> > 
> > the tour dock has nothign there, the next one i visited
> > has a sign.  regardless its a sign inherit that can be looked at or read
> > that is being used in most cases for that, it defaults to sign.
> Misty and Blackavar on the RD side. Havn't checked the other sides.
> 
> -Regan
Why make it more annoying?  You must've typed 
look at sign intuitively to check on the ferry, 
why ask for that id to be removed?

-----------------

poster: Xphere
subject: summary
date: Tue Mar 13 06:29:57 2001

mebbe parries could be included in summary? just a thought...
Xphere

-----------------

poster: Pedron
subject: >summary
date: Tue Mar 13 06:32:12 2001

On Tue Mar 13 06:29:57 2001 Xphere wrote post #970:
> mebbe parries could be included in summary? just a thought...
> Xphere
counter dodges performed too. :)
Would want to have the lines with 0 performed, 0 performed ever 
removed from summaries if it got spammy from it 
though.

-----------------

poster: Sigwald
subject: >Dispel bodies
date: Tue Mar 13 11:36:53 2001

On Mon Mar 12 16:27:23 2001 Kaos wrote post #962:
> I think alot more of the lesser bodies would be used if there
> was a way to dispel them without waiting 10-15 minutes. As of now,
> only mist form and nether body can be dispelled, and I really don't
> see a reason why the other body spells shouldn't.

Good idea. Have to figure another spell for lavamage though.

-----------------

poster: Regan
subject: >>>>docks
date: Tue Mar 13 20:25:13 2001

On Tue Mar 13 04:13:07 2001 Pedron wrote post #969:
> On Tue Mar 13 02:51:46 2001 Regan wrote post #968:
> > On Tue Mar 13 01:19:42 2001 Zifnab wrote post #967:
> > > On Tue Mar 13 00:43:34 2001 Regan wrote post #966:
> > > > I find it odd that in the desc of the docks on rd, there are no
> > > > signs or anything ut u can still la sign to see how long till the
> > > > boats come.. either add it to the desc or take it out:D
> > > > 
> > > > -Regan
> > > care to mention which of the 6-7 docks you are referring too?
> > > 
> > > the tour dock has nothign there, the next one i visited
> > > has a sign.  regardless its a sign inherit that can be looked at or read
> > > that is being used in most cases for that, it defaults to sign.
> > Misty and Blackavar on the RD side. Havn't checked the other sides.
> > 
> > -Regan
> Why make it more annoying?  You must've typed 
> look at sign intuitively to check on the ferry, 
> why ask for that id to be removed?

Not asking for it to be removed, asking maybe for something to be
added to desc so other people that have not been here as long as i
have will know it is there.

-Regan

-----------------

poster: Zifnab
subject: >>>>>docks
date: Tue Mar 13 20:46:15 2001

> Not asking for it to be removed, asking maybe for something to be
> added to desc so other people that have not been here as long as i
> have will know it is there.
> 
> -Regan
A faint tendril of mist swirls along the ground.

la mist
Swirling in the mists you see the words:
  The ferry will arrive in approximately 19 seconds at:
     Harbor.

Like i said earlier its made with a 'sign' inheritable
dont see hte real problem with leaving it have a sign id as well.
**

-----------------

poster: Regan
subject: >>>>>>docks
date: Tue Mar 13 21:18:25 2001

On Tue Mar 13 20:46:15 2001 Zifnab wrote post #974:
> > Not asking for it to be removed, asking maybe for something to be
> > added to desc so other people that have not been here as long as i
> > have will know it is there.
> > 
> > -Regan
> A faint tendril of mist swirls along the ground.
> 
> la mist
> Swirling in the mists you see the words:
>   The ferry will arrive in approximately 19 seconds at:
>      Harbor.
> 
> Like i said earlier its made with a 'sign' inheritable
> dont see hte real problem with leaving it have a sign id as well.
> **

Go check out blackavar...

Blackavar Ferry Dock [exits: south and embark]
An old piece of driftwood.

>la wood
The wood this dock is made of is new and in good shape. You
can see that it looks to be a type of oak.

Still you can la sign here.

-Regan

-----------------

poster: Arkangyle
subject: spellspeed change
date: Tue Mar 13 23:17:39 2001

  I'd like to suggest possibly a skill called spell speed added to
the omicron level guilds, or possibly a system of quick/slow casting
that Zombie implemented to help deal with the new changes.

- Arkangyle

... oh, forgot to say that the skill I was asking for possibly ned
not be identical to the wish, only to help decrease casting cost a
little more than they will be now

-----------------

poster: Tranquil
subject: New emote...
date: Wed Mar 14 02:05:50 2001


Person sees: You comfort LIV as only you can...
Target sees:  comforts you as only he/she can...
Room sees  :  comforts LIV as only he/she can...

nuff said.

- Tranquil


-----------------

poster: Pedron
subject: >super wish!
date: Wed Mar 14 02:38:02 2001

On Wed Mar 14 02:37:17 2001 Pedron wrote post #978:
> 1st one costs 60 TPs and you curve it up from there.
> Would include things like:
> corpse eating, skill speed, spell speed, 
> the sum of lesser+greater exp/regen/stat wish +1-3% :)
> 
> So super regen would be something like +662 to hpr/spr/epr,
> super exp wish might be +11% to exp rate,
>  stuff like that.
> Maybe a +all resistance wish in super wishes to give +2 or something
> to all resistances? :)
> 
> 60 tp base cost would essentially mean the pllayer is sacrificing 
> a lesser/greater wish for it and a 2nd super wish should be near impossible 
> to get unless they sent lots of $$ or were a former trivia/whatever 
> master to win tps.
> 
> -there's my idea.  I'm pretty sure folks would still take skill/spell
speeds 
> even at 60 tps cost, but it might be balanced if they've given up the 
> greater wish that used to go with skill/spell speed.
> 
> -pedron
sorry using telnet.  +662 up there should read +62 regarding regens.

-pedron

-----------------

poster: Chemosh
subject: a little more realistic
date: Wed Mar 14 08:54:17 2001

hmm ok i know we have tracking, but generally either a moster tracks
like crazy (hoppies, ooze) or not at all (everything else).. now i
am being general so i dont want a reply stating .. this and this
tracks too.

i once heard that all monsters have the possible/ability to track.
in practise nothing tracks. i am generally referring to large type
things - by large i mean things that would know to follow their
attacker (intelligent creatures ie dragons, people etc)

hmm in 'real life' / combat if someone hits me i either a) run in
the other direction or b) chase after the bastard when he leaves the
room. The whole concept of going into a room hitting something, then
moving a set down the hall and waiting to heal/re prots etc seems
quite funny. the monster is just standing a bit down the hall
thinking ouch that hurt.. i think i will wait till he comes back to
hit me again. 

I am not requesting/suggesting that all exp/eq monsters track
hugely, but it would be nice that there was a 10% chance
(as-an-example) that everytime you attack a monster and leave the
room it follows you. now i know the clever people will say cool ..
then we can make eq monsters track out of their annoying magic free
or blockered areas into a nice spot. so in addition to having a
monster follow you in the direction you ran, if you dont happen to
be in that room (ie you piss bolted down the hall, down the stairs
and into another room!) then wander back to their original room
(their hang out)

i know this cant be done everywhere but i think it would be a nice
touch. i have seen areas where the monsters wander. i think this
rules. maybe they could also wander during combat... after all if
you need to run away coz the monster is hurting you.. i am sure the
monster would be thinking the same...

tom

thanks


-----------------

poster: Hierokliff
subject: >a little more realistic
date: Wed Mar 14 09:00:12 2001

If i remember right it was like that, allmost all expmobs could
track before...Would be a nice thing if they did again, and if they
cant track on the wmap or out on it it should be pretty safe in the
city anyway or?
another thing that is annoying when we get into it, is 3-4 npcs in
the same room not defending eachothers?
Okies if it was unintelligent creatures, ie stone statues or so, but
dragons, paladins? a bit of friendship here and there would be nice
also...
Oh and while iam at it, a focus/try system where u can cast spells
as fast as before with spellspeed but lose 25% in your spell% or 2x
as slow and gain 25% to casting would be nice.
Enuff for now.
//Hierokliff

-----------------

poster: Energystar
subject: new party object
date: Thu Mar 15 06:02:19 2001

 I've got a couple of ideas about making the new party object a
little better.  Better to look at if nothing else.

 Make the name of the party channel default to something other than white.

 Have something similar to combat silent to filter things like who
gets each kill.

 And when the party is disbanded, if you are leader, you see
yourself leave the party and place someone else 1, followed by "You
are not listening to that channel." a few times depending on the
number of players in the party. Think that should be fixed somehow.

-----------------

poster: Zifnab
subject: >new party object
date: Thu Mar 15 06:48:03 2001

On Thu Mar 15 06:02:19 2001 Energystar wrote post #982:
>  I've got a couple of ideas about making the new party object a
> little better.  Better to look at if nothing else.
> 
>  Make the name of the party channel default to something other than white.
colors chan_party whatever you like, that has been there 
a while.
> 
>  Have something similar to combat silent to filter things like who
> gets each kill.

I am not going to write personal options into the party
object as well.  its easy enough to gag on your client side.
> 
>  And when the party is disbanded, if you are leader, you see
> yourself leave the party and place someone else 1, followed by "You
> are not listening to that channel." a few times depending on the
> number of players in the party. Think that should be fixed somehow.

not a huge concern really, i just reused the code by making the
players leave liek normal.. suppose i could clean it upa  bit, 
but this ensures that the code is in one place and not 15 places
through out the object.   It also ensures that the channels 
are removed, and that all players do a 'proper' leave of the 
party.

I will look at reducing that, but honestly how often do you
join/disband a party.
**

-----------------

poster: Palenon
subject: Hunger/Starvation ...
date: Fri Mar 16 06:23:06 2001

I had a thought, perhaps make it so a warning message comes up a few
times be4 u r actually starving to let u know u r close...
Let's face it...your stomach rumbles long be4 the vultures get lunch...
Pal's 2 very tired/bent/warped no longer accepted for face value .. cents

-----------------

poster: Pedron
subject: >Hunger/Starvation ...
date: Fri Mar 16 06:30:58 2001

On Fri Mar 16 06:23:06 2001 Palenon wrote post #984:
> I had a thought, perhaps make it so a warning message comes up a few
> times be4 u r actually starving to let u know u r close...
> Let's face it...your stomach rumbles long be4 the vultures get lunch...
> Pal's 2 very tired/bent/warped no longer accepted for face value .. cents
Maybe make it so muffs on or ticks off blocks the 
starving messages and pocketwatch tick/tock messages too. :)

-pedron

-----------------

poster: Apathy
subject: >>Hunger/Starvation ...
date: Fri Mar 16 07:16:21 2001

On Fri Mar 16 06:30:58 2001 Pedron wrote post #985:
> On Fri Mar 16 06:23:06 2001 Palenon wrote post #984:
> > I had a thought, perhaps make it so a warning message comes up a few
> > times be4 u r actually starving to let u know u r close...
> > Let's face it...your stomach rumbles long be4 the vultures get lunch...
> > Pal's 2 very tired/bent/warped no longer accepted for face value .. cents
> Maybe make it so muffs on or ticks off blocks the 
> starving messages and pocketwatch tick/tock messages too. :)
> 
> -pedron

If you don't want the pocketwatch messages, don't carry a pocketwatch :P

-----------------

poster: Pedron
subject: >>>Hunger/Starvation ...
date: Fri Mar 16 08:13:23 2001

On Fri Mar 16 07:16:21 2001 Apathy wrote post #986:
> On Fri Mar 16 06:30:58 2001 Pedron wrote post #985:
> > On Fri Mar 16 06:23:06 2001 Palenon wrote post #984:
> > > I had a thought, perhaps make it so a warning message comes up a few
> > > times be4 u r actually starving to let u know u r close...
> > > Let's face it...your stomach rumbles long be4 the vultures get lunch...
> > > Pal's 2 very tired/bent/warped no longer accepted for face value ..
cents
> > Maybe make it so muffs on or ticks off blocks the 
> > starving messages and pocketwatch tick/tock messages too. :)
> > 
> > -pedron
> 
> If you don't want the pocketwatch messages, don't carry a pocketwatch :P
just tagged that on.  still think an option to muffle starvation 
would be fine. :)

-----------------

poster: Magneto
subject: >>>>Hunger/Starvation ...
date: Fri Mar 16 18:12:09 2001

On Fri Mar 16 08:13:23 2001 Pedron wrote post #987:
> On Fri Mar 16 07:16:21 2001 Apathy wrote post #986:
> > On Fri Mar 16 06:30:58 2001 Pedron wrote post #985:
> > > On Fri Mar 16 06:23:06 2001 Palenon wrote post #984:
> > > > I had a thought, perhaps make it so a warning message comes up a few
> > > > times be4 u r actually starving to let u know u r close...
> > > > Let's face it...your stomach rumbles long be4 the vultures get
lunch...
> > > > Pal's 2 very tired/bent/warped no longer accepted for face value ..
> cents
> > > Maybe make it so muffs on or ticks off blocks the 
> > > starving messages and pocketwatch tick/tock messages too. :)
> > > 
> > > -pedron
> > 
> > If you don't want the pocketwatch messages, don't carry a pocketwatch :P
> just tagged that on.  still think an option to muffle starvation 
> would be fine. :)
I personally think that muffs should be used to block shouts only. 
You start adding other things at random it gets ugly
Mags

-----------------

poster: Tranquil
subject: >>>>Hunger/Starvation ...
date: Sat Mar 17 02:25:40 2001

On Fri Mar 16 08:13:23 2001 Pedron wrote post #987:
> On Fri Mar 16 07:16:21 2001 Apathy wrote post #986:
> > On Fri Mar 16 06:30:58 2001 Pedron wrote post #985:
> > > On Fri Mar 16 06:23:06 2001 Palenon wrote post #984:
> > > > I had a thought, perhaps make it so a warning message comes up a few
> > > > times be4 u r actually starving to let u know u r close...
> > > > Let's face it...your stomach rumbles long be4 the vultures get
lunch...
> > > > Pal's 2 very tired/bent/warped no longer accepted for face value ..
> cents
> > > Maybe make it so muffs on or ticks off blocks the 
> > > starving messages and pocketwatch tick/tock messages too. :)
> > > 
> > > -pedron
> > 
> > If you don't want the pocketwatch messages, don't carry a pocketwatch :P
> just tagged that on.  still think an option to muffle starvation 
> would be fine. :)
Thats what people use clients for. To gag things they dont want to see.

-----------------

poster: Jomo
subject: New Guild Idea
date: Sat Mar 17 07:27:41 2001

Elemental Forger
Need any two elemental guilds maxed.  
Fire - Provides Int/Char      Earth - Prvoides Stamina/Con
Water - Provides Wisdom/Strength   Air: Provides Dex/Stam

Levels:
1 - Elemental Preference (skill) / Summon Elemental Block (spell)
2 - Summon Elemental Forge (spell)
3 - Forge Elemental Armor (skill)
4 - Forge Elemental Weapon (skill)
5 - Blend Elemental Blocks (spell)
6 - EMPTY
7 - Elemental Craftsmanship (Mastery Skill)
8 - EMPTY
9 - Breath of Permanence (spell)
10 - Instill Permanence (spell)

In this guild, the mage could forge items of power. Depending
on their specific elemental abilities, they would be able 
to forge items aiming for specific qualities.
First they would summon their elemental forge, then they would 
cocentrate on the element they want to form (Elemental preference).
After concentrating on the traits of the element they are trying to
create, they would summon elemental block.  The forge is large 
enough to hold 2 such blocks.  They could use Blending to attempt
to blend the elements together. (opposites would not work, ie
fire and water)

They would then attempt to forge the item.

The item would then last for about 1 day (game time not
real time) unless breath of permanence was cast on it.

Breath of permanence would allow it to stay around till
boot.

Instill Permanence, the last spell learned would ALLOW
THE CASTER TO SPEND TASK POINTS TO PERMANENTLY CREATE
THE ITEM.

Well, it's an idea anyway.. thought I'd share.


-----------------

poster: Sleet
subject: chameleon energy blast
date: Mon Mar 19 00:22:22 2001

i was wonderign if cham balst could be made a 3 round spell, with
the old spell speed wish it seemed liek a really good spell, the
lowest resit thing is great about it but it seems like it take too
much time to cast for how much damage it does.
thanks
sleet

-----------------

poster: Energystar
subject: >chameleon energy blast
date: Mon Mar 19 04:17:29 2001

On Mon Mar 19 00:22:22 2001 Sleet wrote post #991:
> i was wonderign if cham balst could be made a 3 round spell, with
> the old spell speed wish it seemed liek a really good spell, the
> lowest resit thing is great about it but it seems like it take too
> much time to cast for how much damage it does.
> thanks
> sleet
 If you want better damage from a spell, then reinc to a different
guild.  With everything else abjurer offers, I'd say the casting
time definately doesn't need to be tuned.

-----------------

poster: Trigon
subject: Camping
date: Mon Mar 19 04:53:28 2001

Could it be possible to use camping without having the sleeping bag
in your inventory? It makes sense to be able to use it with a
sleeping bag on the ground.
Trigon

-----------------

poster: Quillz
subject: Hand of Balance/Level 4 Chars
date: Mon Mar 19 17:03:34 2001

As far as calling them cheaters, well, thats a bit harsh, but I
agree it's a bit obvious.
However, from what I've gathered talking to other ppl about the
spell, it has been a bit too powerful for some time. 
And for a newbie, damn, a powerful spell is appealing, so of course,
they are going to take the risk of carrying around 800k xp to keep
the spell powerful. 
I don't disagree with tuning it at all, so long as it's tuned with
monsters too. 
I've seen a 40k mob do over 800 damage to me with one freakin HoB. 
So yeah, it is a bit out of tune. 
I just hope to see it tuned down for mobs as well as players is all. 
Q

p.s. they dont always do 800 dmg, that was one extreme, but the
average is easily 400-500 hps per hob, which is what i would expect
from a spell from some 90-100k mob, not a 30-40k mob. 


-----------------

poster: Erec
subject: >Hand of Balance/Level 4 Chars
date: Mon Mar 19 17:10:21 2001

I've talked to one of the "offending" newbies, and frankly, the 
rate they got with hob was pretty similar (maybe even slightly
less) than I got at that point as a fighter type (woodsman, 
specifically), just killing really tiny monsters a lot.  What 
exactly is the problem?  Is it merely a semantic one, from using 
a spell in a way the name suggests might be illegitimate?

		-Erec

-----------------

poster: Foxpaws
subject: Newbie Bonus
date: Mon Mar 19 19:04:45 2001

Scale Newbie bonus to avoid abuse in cases like HoB.  Basically, the lower
the actual skill, the more the newbie bonus.  It will mean *actual* newbies
get more of a bonus than people simply maxing out skills at low levels.

-----------------

poster: Quillz
subject: >Newbie Bonus
date: Mon Mar 19 21:07:28 2001

On Mon Mar 19 19:04:45 2001 Foxpaws wrote post #996:
> Scale Newbie bonus to avoid abuse in cases like HoB.  Basically, the lower
> the actual skill, the more the newbie bonus.  It will mean *actual* newbies
> get more of a bonus than people simply maxing out skills at low levels.
Newbie bonus isnt the issue silly. 
It's the spell HAND OF BALANCE that is the issue. 
The ppl that were doing it easily had enought xp to get it to 90% at
lvl 15 otherwise. 
They disabled the spell until they figure it out. 
They dont give a damn what we say about the spell. 
I just posted my thoughts on how wrong it was to accuse them of
cheating and threaten to nuke them for it. 
Q

-----------------

poster: Mixer
subject: >Newbie Bonus
date: Mon Mar 19 23:02:25 2001

On Mon Mar 19 19:04:45 2001 Foxpaws wrote post #996:
> Scale Newbie bonus to avoid abuse in cases like HoB.  Basically, the lower
> the actual skill, the more the newbie bonus.  It will mean *actual* newbies
> get more of a bonus than people simply maxing out skills at low levels.
This is exactly what is being done.

-----------------

poster: Pedron
subject: spell idea
date: Mon Mar 19 23:28:02 2001

I don't know if this exists anywhere or not, but it 
seemed a cool idea when I thought about it.  A spell 
to make all players in the room attack all the legal 
targets in a room. :)  Whether they're all forced to attack all the 
monsters or to attack each other(pk'ers).
Might scale it to force a single player aggressive to a single 
other player/monster target if the first 
is overboard.  Player can't target another 
player unless they're in the same party together or both 
pk.  Would fall under miscellaneous spell type 
and maybe go into a bravo/omicron harmer guild.

-pedron

-----------------

poster: Tektor
subject: Magma Boulder
date: Mon Mar 19 23:47:21 2001

Would be neat if gamma attack spells Ie Incinerate + Petrify up
Magma boulder. added to bravo attack spell like gamma bodies add to
bravo body.

-----------------

poster: Tranquil
subject: Hand of balance/newbie bonus/lvl 4 issues
date: Tue Mar 20 09:56:29 2001

Speaking as the person who first experimented with the lvl 4/hob
routine, I can say that I dont personally think it was abuse. I
tested it out and yes, I did think it was too powerful. I also (and
I was probably the first, if not only person, who) mentioned it to
an Imm. Lo and behold, its being tuned, which was the whole point of
my telling the aforementioned Imm.

If Khosan thinks its abuse, well thats his perogative. Either way,
there were issues with the strength of the spell. IMHO the tune that
it had a short while ago was a little too much. I didnt really think
that it should do a piddling little 200 - 300 hp average when I was
a lvl 45 woodsman, coming from monsters 20 - 50k. If anything, it
probably needs tuning up for monsters, but for lower level players
it was a little too powerful to be balanced.

My suggestions would be to: a) rescale the newbie bonus, which is
currently being done, and b) put the spell at a higher guild level,
perhaps swapping it with arrow of light. Possibly, c) tune the spell
down for players aswell, seeing as it looks wierd when you have 1m
characters doing 150-200k/hr solo rates, which I have heard, some
players were doing.

Thats my spammy two cents.

- Tranquil, back from the grave, and tired as hell.


-----------------

poster: Zifnab
subject: >Hand of balance/newbie bonus/lvl 4 issues
date: Tue Mar 20 14:46:52 2001

> My suggestions would be to: a) rescale the newbie bonus, which is
> currently being done, and b) put the spell at a higher guild level,
> perhaps swapping it with arrow of light. Possibly, c) tune the spell
> down for players aswell, seeing as it looks wierd when you have 1m
> characters doing 150-200k/hr solo rates, which I have heard, some
> players were doing.
> 
> Thats my spammy two cents.
> 
> - Tranquil, back from the grave, and tired as hell.
> 
u

I always like to find out 'what is currently being done' from players.

there is nothing 'currently being done' we are weighing our
options.

-----------------

poster: Quillz
subject: Herb Pouch/Animists
date: Tue Mar 20 18:26:29 2001

I know Hierokliff mentioned this awhile ago, but could there be some
type of pouch instated that we could put our herbs into so that we
can hold them over boot ie. make them savable
I thought this was a really good idea when Hk brought it up but it
got very little feedback, which is what I'm hoping for. 
Q 

-----------------

poster: Mikul
subject: Clara Quest.
date: Tue Mar 20 20:32:54 2001

Can someone in the admin please change this quest info.
Its not newbie at all, first off you have a blocker 
of 30k, then a number of 100k agro tracking monsters.

Its midbie/highbie at earlyist, esp if solo.

Mikul.

-----------------

poster: Zifnab
subject: >Herb Pouch/Animists
date: Tue Mar 20 20:43:40 2001

On Tue Mar 20 18:26:29 2001 Quillz wrote post #1003:
> I know Hierokliff mentioned this awhile ago, but could there be some
> type of pouch instated that we could put our herbs into so that we
> can hold them over boot ie. make them savable
> I thought this was a really good idea when Hk brought it up but it
> got very little feedback, which is what I'm hoping for. 
> Q 
We have a driver bug that needs to be resolved first.

-----------------

poster: Golte
subject: >Clara Quest.
date: Tue Mar 20 22:02:14 2001

On Tue Mar 20 20:32:54 2001 Mikul wrote post #1004:
> 
> Mikul.

hey, that's quest info and should be deleted

-----------------

poster: Myrddin
subject: >>Hand of balance/newbie bonus/lvl 4 issues
date: Tue Mar 20 22:14:45 2001

On Tue Mar 20 14:46:52 2001 Zifnab wrote post #1002:
> > My suggestions would be to: a) rescale the newbie bonus, which is
> > currently being done, and b) put the spell at a higher guild level,
> > perhaps swapping it with arrow of light. Possibly, c) tune the spell
> > down for players aswell, seeing as it looks wierd when you have 1m
> > characters doing 150-200k/hr solo rates, which I have heard, some
> > players were doing.
> > 
> > Thats my spammy two cents.
> > 
> > - Tranquil, back from the grave, and tired as hell.
> > 
> u
> 
> I always like to find out 'what is currently being done' from players.
> 
> there is nothing 'currently being done' we are weighing our
> options.
read message 998 from mixer....THis is currently being done?

-----------------

poster: Zifnab
subject: >>>Hand of balance/newbie bonus/lvl 4 issues
date: Wed Mar 21 01:10:12 2001

> > I always like to find out 'what is currently being done' from players.
> > 
> > there is nothing 'currently being done' we are weighing our
> > options.
> read message 998 from mixer....THis is currently being done?

I read that is what he said is how it currently works.

Guess we have to ask mixer what he meant. I know of no changes
to anythign at this point.

-----------------

poster: Tranquil
subject: >>Hand of balance/newbie bonus/lvl 4 issues
date: Wed Mar 21 05:16:49 2001

On Tue Mar 20 14:46:52 2001 Zifnab wrote post #1002:
> > My suggestions would be to: a) rescale the newbie bonus, which is
> > currently being done, and b) put the spell at a higher guild level,
> > perhaps swapping it with arrow of light. Possibly, c) tune the spell
> > down for players aswell, seeing as it looks wierd when you have 1m
> > characters doing 150-200k/hr solo rates, which I have heard, some
> > players were doing.
> > 
> > Thats my spammy two cents.
> > 
> > - Tranquil, back from the grave, and tired as hell.
> > 
> u
> 
> I always like to find out 'what is currently being done' from players.
> 
> there is nothing 'currently being done' we are weighing our
> options.
Actually Zifnab, I found this out from a public post from Mixer.

 ______________________________________________________________________ 
| Message | Newsgroup: ideas                                  | Red    |_
| ID: 998 | Subject:   >Newbie Bonus                          |Dragon  | |
|         | Poster:    Mixer                                  |MudNews | |
|_________|___________________________________________________|________| |
| Time: Mon Mar 19 23:02:25 2001                                       | |
|______________________________________________________________________| |
   |_____________________________________________________________________|
On Mon Mar 19 19:04:45 2001 Foxpaws wrote post #996:
> Scale Newbie bonus to avoid abuse in cases like HoB.  Basically, the lower
> the actual skill, the more the newbie bonus.  It will mean *actual* newbies
> get more of a bonus than people simply maxing out skills at low levels.
This is exactly what is being done.


- Tranquil


-----------------

poster: Davaris
subject: Hand of balance/newbie bonus/lvl 4 issues
date: Wed Mar 21 05:55:45 2001

if you really are gonna lower hob's power, could you at least up aol a bit?
if not that, could you speed up it's casting time?
seeing as that i'm a newbie, and apparently an annoying one at that,
you probably don't have much reason to listen to me, but thanks
anywho.

Davaris

-----------------

poster: Khosan
subject: >>>Hand of balance/newbie bonus/lvl 4 issues
date: Wed Mar 21 12:47:25 2001

On Wed Mar 21 05:16:49 2001 Tranquil wrote post #1009:
> On Tue Mar 20 14:46:52 2001 Zifnab wrote post #1002:
> > > My suggestions would be to: a) rescale the newbie bonus, which is
> > > currently being done, and b) put the spell at a higher guild level,
> > > perhaps swapping it with arrow of light. Possibly, c) tune the spell
> > > down for players aswell, seeing as it looks wierd when you have 1m
> > > characters doing 150-200k/hr solo rates, which I have heard, some
> > > players were doing.
> > > 
> > > Thats my spammy two cents.
> > > 
> > > - Tranquil, back from the grave, and tired as hell.
> > > 
> > u
> > 
> > I always like to find out 'what is currently being done' from players.
> > 
> > there is nothing 'currently being done' we are weighing our
> > options.
> Actually Zifnab, I found this out from a public post from Mixer.
> 
>  ______________________________________________________________________ 
> | Message | Newsgroup: ideas                                  | Red    |_
> | ID: 998 | Subject:   >Newbie Bonus                          |Dragon  | |
> |         | Poster:    Mixer                                  |MudNews | |
> |_________|___________________________________________________|________| |
> | Time: Mon Mar 19 23:02:25 2001                                       | |
> |______________________________________________________________________| |
>    |_____________________________________________________________________|
> On Mon Mar 19 19:04:45 2001 Foxpaws wrote post #996:
> > Scale Newbie bonus to avoid abuse in cases like HoB.  Basically, the lower
> > the actual skill, the more the newbie bonus.  It will mean *actual*
newbies
> > get more of a bonus than people simply maxing out skills at low levels.
> This is exactly what is being done.
> 
> 
> - Tranquil
> 

Mixer misunderstood something I said. So this is not what is being done.

Khosan

-----------------

poster: Yugo
subject: distant buy
date: Wed Mar 21 13:42:27 2001

what about a spell to psychic that can enable them to buy from a distant
when you cast the spell you will get a menu system to buy the items you need
could be cool
Yugo

-----------------

poster: Pedron
subject: >distant buy
date: Wed Mar 21 19:53:07 2001

On Wed Mar 21 13:42:27 2001 Yugo wrote post #1012:
> what about a spell to psychic that can enable them to buy from a distant
> when you cast the spell you will get a menu system to buy the items you need
> could be cool
> Yugo
I haven't played psychic, but seeing a clanmate fool with every psychic 
ability that comes out, I'd agree this ould be another cool thing. :)
At the least he could buy food for the party or search a general store for 
extra firewoods for the party animist to use and save eps 
on scavenging and such. :)
-pedron

-----------------

poster: Quillz
subject: Guild Rank 
date: Thu Mar 22 17:15:51 2001

Having just reinc'd out of a guild with 2 different ranks, and both
ranks near being maxxed, well, I just thought of this. 

My idea is that if you ever reinc back to that same guild, you dont
have to start over at apprentice yada yada

Think of it this way:  You spend hours and hours learning something.
 As soon as you go to learn something else, well, you dont
automatically forget what you've learned prior to the new studies. 


Some sort of, hmm, decay of guild rank as you no longer in that
guild if you would. 

Because, after time, if you quit studying things, well you dont
remember everyting you studied. 

Maybe base the decay of prior ranks by weeks/months or something. 

Thoughts and feedback is welcome. 

Q 

-----------------

poster: Krellen
subject: >Guild Rank 
date: Thu Mar 22 18:16:49 2001

Well, when you go to learn something else, you don't get to use the
time and knowledge you gained from the first something to learn the
second something.  When you reinc, you're being reborn in a new body
that's allowing you to respend your old learning (experience) on a
new subject.  So, in essence, you /do/ forget the stuff you
previously learned.
I mean unless, of course, you /want/ to be unable to spend your
experience on new skills and spells in a reinc.  ;)

-----------------

poster: Baer
subject: >Guild Rank 
date: Thu Mar 22 22:46:56 2001

Sigwald posted some time back that this is already how it works.
Each time you reinc, you lose a few more mastery points in each
particular past guild. If you reinc directly into the same guild,
you lose none (only lose time in the guild).

-----------------

poster: Quillz
subject: >>Guild Rank 
date: Fri Mar 23 04:52:33 2001

On Thu Mar 22 18:16:49 2001 Krellen wrote post #1015:
> Well, when you go to learn something else, you don't get to use the
> time and knowledge you gained from the first something to learn the
> second something.  When you reinc, you're being reborn in a new body
> that's allowing you to respend your old learning (experience) on a
> new subject.  So, in essence, you /do/ forget the stuff you
> previously learned.
> I mean unless, of course, you /want/ to be unable to spend your
> experience on new skills and spells in a reinc.  ;)
Like I said, you do forget some stuff, but you dont forget everything. 
And when did xp come into play? I know you spend xp on spells. But
you dont spend xp on using spells. 
I'm still wondering where xp came into play...
Q

-----------------

poster: Quillz
subject: >>Guild Rank 
date: Fri Mar 23 04:53:01 2001

On Thu Mar 22 22:46:56 2001 Baer wrote post #1016:
> Sigwald posted some time back that this is already how it works.
> Each time you reinc, you lose a few more mastery points in each
> particular past guild. If you reinc directly into the same guild,
> you lose none (only lose time in the guild).
Ahh. Thank you Baer :)

-----------------

poster: Trigon
subject: Solidify
date: Fri Mar 23 06:37:01 2001

This is a nice spell, and I trained it for basically one reason-to
be able to go back to a solid form so I can make fires and use
camping when I'm tapped.  I'm wondering if it could be possible
either to lower the cost of solidify to somewhere around 120-150
sps, or make it so you can use at least camping with the camping bag
on the ground.  Any feedback would be appreciated.
Trigon

-----------------

poster: Pedron
subject: >Solidify
date: Fri Mar 23 21:17:12 2001

On Fri Mar 23 06:37:01 2001 Trigon wrote post #1019:
> This is a nice spell, and I trained it for basically one reason-to
> be able to go back to a solid form so I can make fires and use
> camping when I'm tapped.  I'm wondering if it could be possible
> either to lower the cost of solidify to somewhere around 120-150
> sps, or make it so you can use at least camping with the camping bag
> on the ground.  Any feedback would be appreciated.
> Trigon
Give a mouse a cookie.. I was thinking solidify would be useful if you 
didn't want ur loot stolen while you waited for mist to wear off. :)
Don't mind me, I just felt compelled to spam a little.  I'm 
guessing a tick/tock would be enough to recover 
as many sps/eps as you'd save in any measure of a tune to 
the spell.

just my 2 cents,
-pedron spam has nothing to do with anything

ps>I just did a !help spell solidify and 460 sps seems kind of 
steep for anything, but if ur using solidify you might 
as well grab all ur dryad or whatever loot and regen some 
while you run to the shop.  Is usually what I do when I tap to hell soloing,
hit the shops with my loot.

-----------------

poster: Pouffy
subject: >>Guild Rank 
date: Sat Mar 24 11:15:55 2001

On Thu Mar 22 22:46:56 2001 Baer wrote post #1016:
> Sigwald posted some time back that this is already how it works.
> Each time you reinc, you lose a few more mastery points in each
> particular past guild. If you reinc directly into the same guild,
> you lose none (only lose time in the guild).
I've just reinced, staying healer to keep masteries.
I was at 4th rank, with 45% to next level, and stayed 4th rank, with 28%
to next level. (I guess I lost my guild age). Now the mud booted, and
I'm only at 12% to next rank. I wonder what I lost to be so low.
(w/o mentionning that the 4th rank advancement is ~10 times slower
than the 3rd rank)

Pouffy.

-----------------

poster: Wildchild
subject: >>>Guild Rank 
date: Sat Mar 24 21:32:23 2001

On Sat Mar 24 11:15:55 2001 Pouffy wrote post #1021:
> On Thu Mar 22 22:46:56 2001 Baer wrote post #1016:
> > Sigwald posted some time back that this is already how it works.
> > Each time you reinc, you lose a few more mastery points in each
> > particular past guild. If you reinc directly into the same guild,
> > you lose none (only lose time in the guild).
> I've just reinced, staying healer to keep masteries.
> I was at 4th rank, with 45% to next level, and stayed 4th rank, with 28%
> to next level. (I guess I lost my guild age). Now the mud booted, and
> I'm only at 12% to next rank. I wonder what I lost to be so low.
> (w/o mentionning that the 4th rank advancement is ~10 times slower
> than the 3rd rank)
> 
> Pouffy.

A sudden lost of % of rank has been reported multiple times as a
bug, but they're not sure yet what's causing it. It's something
you'll have to deal with for now.


-----------------

poster: Trigon
subject: Hurl rock
date: Sun Mar 25 01:20:27 2001

Casting time for hurl rock should be lowered, since you get quick
chant after shamen of soil and no spell speed, a 5 round spell as
your major attack spell is hard and makes going shamen of soil only
very dislikeable.
Trigon

-----------------

poster: Tektor
subject: Cauldron Magic
date: Sun Mar 25 21:18:29 2001

Would be nice if you didn't have to keep summoing the cauldron, ie
get it as a guild item thats in your inventory and drop it/pick it
up when you wanna move or be able to make one when you log in and be
able to carry it around.

-----------------

poster: Yugo
subject: web search
date: Mon Mar 26 06:42:54 2001

A search function that allow you
to search for skill/spell that
are affected by a stat.
where you can type in a stat
and the skills/spells that are
affectede by it will be showen.

another search function that allow
you to search on what skill/spells
a mastery affect.

Yugo

-----------------

poster: Quillz
subject: Casters/skills. 
date: Mon Mar 26 13:01:00 2001

Any thoughts on maybe lowering some certain skills for guilds that
dont have access to a speed em upper skill?
Like herb gathering...15 rounds. thats an awful long time without
skill speed. silly long time. 
Thats just 1 example, I'm sure there are many more. 
Thoughts? 
Q

-----------------

poster: Zifnab
subject: >Casters/skills. 
date: Mon Mar 26 14:50:53 2001

On Mon Mar 26 13:01:00 2001 Quillz wrote post #1026:
> Any thoughts on maybe lowering some certain skills for guilds that
> dont have access to a speed em upper skill?
> Like herb gathering...15 rounds. thats an awful long time without
> skill speed. silly long time. 
> Thats just 1 example, I'm sure there are many more. 
> Thoughts? 
> Q
sigwald said he would adjust things that needed it.  

Might help to supply a list in onepost rather than 30 if
possible.

-----------------

poster: Lu
subject: long skills
date: Mon Mar 26 17:00:31 2001

afaik most of the long skills for casters are in the animist/druid tree
the skills in herbalist mainly
also the traveler guild.  maybe add motion control to traveler and
maybe make a caster version of motion control

just some thoughts
-lu

-----------------

poster: Tektor
subject: Wishes
date: Mon Mar 26 23:29:16 2001

Would be neat if there was a machine where you could clear your
wishes and get your tps back that way if you get a wish but relize
maybe you should have gotten that other wish instead you wouldn't
have to reinc to fix it. Maybe have to have 5 tps on to use it also
so it wouldn't be completely free. and maybe have it go up 5 tps
every time you use it, or have a time limit on using it like 1 time
every 2 months or something.

-----------------

poster: Khosan
subject: >Wishes
date: Mon Mar 26 23:43:06 2001

On Mon Mar 26 23:29:16 2001 Tektor wrote post #1029:
> Would be neat if there was a machine where you could clear your
> wishes and get your tps back that way if you get a wish but relize
> maybe you should have gotten that other wish instead you wouldn't
> have to reinc to fix it. Maybe have to have 5 tps on to use it also
> so it wouldn't be completely free. and maybe have it go up 5 tps
> every time you use it, or have a time limit on using it like 1 time
> every 2 months or something.

We already got that, it is called "reinc".

Khosan

-----------------

poster: Zifnab
subject: >Wishes
date: Mon Mar 26 23:55:24 2001

On Mon Mar 26 23:29:16 2001 Tektor wrote post #1029:
> Would be neat if there was a machine where you could clear your
> wishes and get your tps back that way if you get a wish but relize
> maybe you should have gotten that other wish instead you wouldn't
> have to reinc to fix it. Maybe have to have 5 tps on to use it also
> so it wouldn't be completely free. and maybe have it go up 5 tps
> every time you use it, or have a time limit on using it like 1 time
> every 2 months or something.
reinc

-----------------

poster: Tigran
subject: >Wishes
date: Tue Mar 27 02:04:13 2001

On Mon Mar 26 23:29:16 2001 Tektor wrote post #1029:
> Would be neat if there was a machine where you could clear your
> wishes and get your tps back that way if you get a wish but relize
> maybe you should have gotten that other wish instead you wouldn't
> have to reinc to fix it. Maybe have to have 5 tps on to use it also
> so it wouldn't be completely free. and maybe have it go up 5 tps
> every time you use it, or have a time limit on using it like 1 time
> every 2 months or something.
I'm going to answer the same way Khos and Zif did.

Reinc.

Reason being is otherwise this is WAY too easy to abuse.  People
would switch out their wishes on a 'need' basis.  

Course..if no one ever cheated or abused features...we wouldn't have
this type of a problem...

-----------------

poster: Arkangyle
subject: herb gathering useage time
date: Tue Mar 27 08:27:05 2001

  I don't think the 15 rounds it takes to gather herbs is
unreasonable.  I found it to be an incredibly effective skill even
without skill speed.

- Arkangyle does better than others do it without alot of wishes.

-----------------

poster: Quillz
subject: Clones Event. 
date: Wed Mar 28 20:53:20 2001

Would be nice if there was some type of warning if the event was running...
If you enter -after- the event started you have nfc what is waiting
for you in the plaque room or cs, ect. 
It's not fun dying 1 minute after you log in. 
Q

-----------------

poster: Kjara
subject: wishes
date: Thu Mar 29 02:37:18 2001

Lesser wishes that give nice benifits, but have drawbacks would be
cool, like spell speed with a drawback of -10% int -10% wis on ur
char, so you would have faster less powerful spells.  Would
hopefully take care of some of the balance problems with spell speed
too(skill speed could be -str -dex)

-----------------

poster: Sleet
subject: >wishes
date: Thu Mar 29 04:10:44 2001

On Thu Mar 29 02:37:18 2001 Kjara wrote post #1036:
> Lesser wishes that give nice benifits, but have drawbacks would be
> cool, like spell speed with a drawback of -10% int -10% wis on ur
> char, so you would have faster less powerful spells.  Would
> hopefully take care of some of the balance problems with spell speed
> too(skill speed could be -str -dex)
doesnt that defeate the purpose of a wish?

-----------------

poster: Pedron
subject: >>wishes
date: Thu Mar 29 06:05:42 2001

On Thu Mar 29 04:10:44 2001 Sleet wrote post #1037:
> On Thu Mar 29 02:37:18 2001 Kjara wrote post #1036:
> > Lesser wishes that give nice benifits, but have drawbacks would be
> > cool, like spell speed with a drawback of -10% int -10% wis on ur
> > char, so you would have faster less powerful spells.  Would
> > hopefully take care of some of the balance problems with spell speed
> > too(skill speed could be -str -dex)
> doesnt that defeate the purpose of a wish?
I still like my super wish category idea where the first super wish 
would be 60tps and curve up from that base. :P  could do 
skill speed, spell speed, corpse eating, 
avoid hits, natural phys res, natural other resses, 
stuff like that.
The world seems to be turning fine without the speed wishes though, save 
you looney casters who were bringing down mobs that needed just one more 
round to kill you first. :)

-pedron

-----------------

poster: Quillz
subject: >wishes
date: Thu Mar 29 08:31:08 2001

On Thu Mar 29 02:37:18 2001 Kjara wrote post #1036:
> Lesser wishes that give nice benifits, but have drawbacks would be
> cool, like spell speed with a drawback of -10% int -10% wis on ur
> char, so you would have faster less powerful spells.  Would
> hopefully take care of some of the balance problems with spell speed
> too(skill speed could be -str -dex)
I don't know exactly the effects the spell/skill speed had or how
big they threw the balance of the mud off...
But the fractions you are talking about indeed are still too small
to make spell speed more balanced. 
A 10% cutback of my wis/int would be a mere 25 wis and 35 int.  
With spell speed, my 4 round spell which does Enormous would go off
1-2 rounds with at a 1/1 ratio, or 50/50 for those who arent sure
what 1/1 is...
Now, a 10% cut back might make my spells >10% weaker, while instead
of taking 2-3 rounds w/o spell speed, would go 1/2 rounds. 
It's all a game of fractions. >10% weaker spells going off <=33%
faster than otherwise.  
What I'm trying to say is 10% is too small a fraction of the total
to make spell speed balanced. 
ps. Hope my #'s are correct, if they arent mail me dont re-post. 

-----------------

poster: Chemosh
subject: >>wishes
date: Thu Mar 29 12:51:11 2001

hmm spell speed is gone.. deal with it.. i am assuming it isnt
coming back. think of it as a nice time with it but learn to live
without it.... 

i think we should be grateful that we still have wishes at all. i
mean they used to be way way powerful... every so many months they
get reduced some... natural progression.. the speed wish was just
another cut

tom (another pontless post)

-----------------

poster: Zax
subject: >>>wishes
date: Thu Mar 29 13:53:27 2001

On Thu Mar 29 12:51:11 2001 Chemosh wrote post #1040:
> hmm spell speed is gone.. deal with it.. i am assuming it isnt
> coming back. think of it as a nice time with it but learn to live
> without it.... 
> 
> i think we should be grateful that we still have wishes at all. i
> mean they used to be way way powerful... every so many months they
> get reduced some... natural progression.. the speed wish was just
> another cut
> 
> tom (another pontless post)

I would like to point out that Tom is in fact a pointless post. All
these years you've been thinking, hey that chemosh guy is a bit
wierd, hey, he's not quite normal. The truth is finally out now.
Chemosh is a post. And not just any post, he is in fact a pointless
post (both ends have been rounded off to avoid being poked in the
eye with a pointy post).

-----------------

poster: Skie
subject: emote
date: Thu Mar 29 22:02:31 2001

word2:  You go: "Word. That means Yes."
maybe? :)

-----------------

poster: Kjara
subject: wishes
date: Thu Mar 29 23:25:13 2001

Just so you know 10% was a estimate and just a quick idea, not a #
set in stone... i don't know what it would take exactly, the wizes
who would design the wishes would know better.  Thus don't start
attacking my numbers.