The Gaardian Aardwolf Notes Archive

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showing 50 most recent notes by Crowley
Re: gq mob/arboretum +
Note #18031
posted on Bugs
Thursday, August 16, 2018 @ 22:30
Reply to: Note 18030 posted by Crowley

Er, cexits, not mobs.
Re: gq mob/arboretum
Note #18030
posted on Bugs
Thursday, August 16, 2018 @ 22:29
Reply to: Note 18029 posted by Arystul

Don't believe you do, as you can translocate into most areas if you do not know
how to manipulate the mobs.
 
Mr. Crowley
Re: Dtrack is not tracking properly
Note #18027
posted on Bugs
Thursday, August 16, 2018 @ 13:27
Reply to: Note 18026 posted by Crowley

Also, the odd [1] Your venoms -- it was due to laziness, because I had deleted
those lines previously, realized they counted towards hits, then added them
from damage 6 (but they're only 1 hit each anyway).
 
Mr. Crowley
Dtrack is not tracking properly
Note #18026
posted on Bugs
Thursday, August 16, 2018 @ 13:20
Something isn't tracking right with dtrack when you use damage 6.

Using damage 6:

You attempt to bury a Dagger of Aardwolf deep into Rib Eye Stake's back!
@x111[4] Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111[7] Your light does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111[1] Your venom <-*-><*><-*-> NUKES <-*-><*><-*-> @x111Rib Eye Stake!
@x111[5] Your light does UNBELIEVABLE things to @x111Rib Eye Stake!
Rib Eye Stake is DEAD!!

Actual hit count: 4+7+1+5 = 17.

Damage tracker: 

Rounds      : [       2 ]
Swings      : [      14 ]     Swings Per Round  : [   7.00 ]

Even if it didn't include backstab (which the test below will show it does),
this is still off.

Using damage 0:

You attempt to bury a Dagger of Aardwolf deep into Rib Eye Stake's back!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your backstab does UNBELIEVABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111[1] Your venom <-*-><*><-*-> NUKES <-*-><*><-*-> @x111Rib Eye Stake!
@x111Your light misses @x111Rib Eye Stake.
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light misses @x111Rib Eye Stake.
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111Your light misses @x111Rib Eye Stake.
@x111Your light misses @x111Rib Eye Stake.
@x111Your light does UNIMAGINABLE things to @x111Rib Eye Stake!
@x111[1] Your venom <-*-><*><-*-> NUKES <-*-><*><-*-> @x111Rib Eye Stake!
Rib Eye Stake turns deadly pale and collapses!!

Actual hit count: 19.


Rounds      : [       3 ]
Swings      : [      19 ]     Swings Per Round  : [   6.33 ]


You attempt to bury a Dagger of Aardwolf deep into a vampire wrapped in
bandages' back!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your light does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNIMAGINABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNIMAGINABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNIMAGINABLE things to @x111a vampire wrapped in bandages!
@x111Your light misses @x111a vampire wrapped in bandages.
@x111Your light does UNIMAGINABLE things to @x111a vampire wrapped in bandages!
A vampire wrapped in bandages is DEAD!!

Actual hit count: 16.

Damage tracker: 

Rounds      : [       3 ]
Swings      : [      16 ]     Swings Per Round  : [   5.33 ]

Back to damage 6 for testing:

You attempt to bury a Dagger of Aardwolf deep into a vampire wrapped in
bandages' back!
@x111[4] Your backstab does UNBELIEVABLE things to @x111a vampire wrapped in
@x111bandages!
@x111[4] Your light does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
@x111[7] Your light does UNBELIEVABLE things to @x111a vampire wrapped in bandages!
Multiple slashes to the body end the life of a vampire wrapped in bandages!
She is DEAD!

Acutal hit count (spirals do not count towards dtracker, apparently): 4+4+7 =
15.

Damage tracker:

Rounds      : [       2 ]
Swings      : [      17 ]     Swings Per Round  : [   8.50 ]

As you can see in the above tests, both times at damage 0, the hits matched up
with the swings. But with damage 6, they were off. Spiral isn't included in
swings, so I didn't add them (I did spiral once in the damage 0 testing).
Unless I'm missing something, there seems to be a bug in dtrack and at least
damage 6 (I haven't tested any other damage settings; if I had, this note would
be 10 times as long).

Mr. Crowley
Envenom and Invmon
Note #18025
posted on Bugs
Wednesday, August 15, 2018 @ 11:32
It seems in invmon the same flag T is used for tempered and envenomed weapons.
I'm not sure this is intended, or if envenomed should have its own E flag
(since it already exists as a short flag). Case in point:
 
Tempered dagger:
{invmon}3,1896807008,-1,-1
{invitem}1896807008,KMGHT,Dagger of Aardwolf,291,5,1,-1,-1
{invmon}4,1896807008,-1,-1
You give Dagger of Aardwolf to yourself.
 
Notice the flags KMGHT.
  
You coat Dagger of Aardwolf with deadly poison.
{invitem}1896807008,KMGHT,Dagger of Aardwolf,291,5,1,-1,-1
 
The KMGHT does not change.
 
Non-Tempered dagger:
{invmon}3,1218577119,-1,-1
{invitem}1218577119,KMGH,Dagger of Aardwolf,241,5,1,-1,-1
{invmon}4,1218577119,-1,-1
You give Dagger of Aardwolf to yourself.
 
Notice only the flags KMGH.
  
You coat Dagger of Aardwolf with deadly poison.
{invitem}1218577119,KMGHT,Dagger of Aardwolf,241,5,1,-1,-1
 
The previous flags now have a T affixed to it, when it possibly should be an E.
 
Mr. Crowley
Re: manor morgue
Note #40250
posted on Ideas
Tuesday, August 7, 2018 @ 23:53
Reply to: Note 40249 posted by Deepstar

Please read 'help di-manors', especially this point:
 
- Morgues are a clan feature.  They will not be available for manors.
 
Mr. Crowley
Re: info goals
Note #18020
posted on Bugs
Sunday, August 5, 2018 @ 11:49
Reply to: Note 18019 posted by Exotabe

Not all goals give an info line.
 
Maybe your clannies are doing goals that don't return an info line?
 
Mr. Crowley
Re: action not taken. ++
Note #16679
posted on Typos
Sunday, August 5, 2018 @ 03:05
Reply to: Note 16678 posted by Starling

>Emphasis on words.
 
First, I don't think you're really in the position to argue semantics with
anyone.
 
Second, the word "words" is being used to say "it must contain at least one
word from the short description and one word from the long description." Last I
checked, one plus one equals two, which would indicate "words".
 
Just because you're not happy with mobs not containing every adjective known to
man does not mean the Imms have to bow down to a precedent you think you've
established over 15 years.
 
Mr. Crowley
Re: aard weapons +++
Note #40224
posted on Ideas
Saturday, August 4, 2018 @ 18:11
Reply to: Note 40223 posted by Milkweed

>I thought that aardweapons were supposed to be the best in the game.
 
Typically, they still are, especially at higher tiers, as you won't find many
(if any) weapons above 201 that you can use.
 
However, over time, the game evolves, as it's always done, and with the
implementation of bonusloot, it's made some gameload weapons more desirable in
some levels, and there's nothing wrong with that.
 
You shouldn't have buyer's remorse, simply because Aard weapons (and all quest
items, generally) are still very useful. You'll get good use out of something,
and if you ever feel like you have better weapons in something else, then you
can always sell off your current Aard weapon via rauction or back to questor
for 500 quest points.
 
Maybe one day Lasher will find that lowering the cost of Aard weapons or
raising their benefits will be suited to the style of game play. Maybe not.Just
enjoy what you have and don't regret anything.
 
Mr. Crowley
Envenom fails at 100%
Note #18018
posted on Bugs
Saturday, August 4, 2018 @ 03:55
Any reason why envenom should fail at 100% learned? It's happened to me twice
so far, and I have confirmed envenom is at 100%.
 
If it's intentional, I'd say that venomists should be exempt, as they are
skilled at poisons, whereas the common thief, not so much, and are bound to
fail occasionally.
 
Mr. Crowley
Re: PKautoassist on Allies
Note #40219
posted on Ideas
Friday, August 3, 2018 @ 00:20
Reply to: Note 40218 posted by Chich

Have you tried 'autopk'? That's precisely what it does.
 
Mr. Crowley
Arboretum exit typo
Note #16669
posted on Typos
Wednesday, August 1, 2018 @ 13:57
In Arboretum, room id 39130, the following message is displayed after someone
uses the custom exit:
 
A massive tangle of roots slashes through the roots and then charges into the
next part of the tunnel.
 
I'm certain that's supposed to be:
 
Player slashes through the roots and then charges into the next part of the
tunnel.
 
Mr. Crowley
Re: Addition to classchange parameters
Note #40200
posted on Ideas
Wednesday, August 1, 2018 @ 10:40
Reply to: Note 40199 posted by Crowley

>both stats and trains).
 
Should read:
 
both stats and skills).
 
Mr. Crowley would love a 'note edit' option after the note's been posted...
Addition to classchange parameters
Note #40199
posted on Ideas
Wednesday, August 1, 2018 @ 10:39
I propose adding another parameter to the classchange command.
 
Currently, we have the option to add 'noskills' in case you're comfortable with
losing some practices in primary skills when you classchange. I propose we also
add norebuild to indicate a desire to not rebuild stats (though norebuild could
cover both stats and trains).
 
It may not be used in earlier tiers, understandably so as the stat cap is far
lower, but as you grow through tiers, there are certain builds that are pretty
standard, especially if you're only switching classes rather that combat types
(melee vs caster). Not having to rebuild stats on a classchange would be a
quality of enjoyment improvement, in my opinion.
 
Mr. Crowley
Re: pardons
Note #40192
posted on Ideas
Sunday, July 29, 2018 @ 23:48
Reply to: Note 40190 posted by Impurifan

I'm wholeheartedly against this idea. If a person is banned, they were banned
for a reason. Given that you can mask your IP or log in at a library or at a
friend's house or have a friend help you out in general, all this will do is
allow someone who genuinely is not wanted to come back and cause more trouble.
 
With that said, anyone who is banned can always petition Lasher and make a case
on why they should return. It has always been, and always should be, Lasher's
choice to "pardon" a banned player.
 
Mr. Crowley
Re: Explored in Aard Hotel
Note #18007
posted on Bugs
Saturday, July 28, 2018 @ 14:10
Reply to: Note 18006 posted by Mendaloth

Immortal Homes has a level range of 0 to 0. As such, it will not show up on
normal 'area' command. Instead, you have to do areas unexplored 0 0 homes to
see it.
 
Mr. Crowley
 
P.S. I want those two other rooms, too!
bluescreen social
Note #16663
posted on Typos
Friday, July 27, 2018 @ 23:56
Line 2:
<2> -  stairs ahead blankly and  face becomes a blue screen.
 
Needs to be 
 
Mr. Crowley
Raise setwanted incrementally
Note #40163
posted on Ideas
Monday, July 23, 2018 @ 14:06
In continuing debate about setwanted, I propose we go in a slightly different
direction.
 
Far too often, setwanted is used to grief a bunch of people (usually a clan)
because someone in that group "wronged" the person setwanting by PKing them or
just by being in the same area.
 
As a counter-measure to setwanted grief, I propse we incrementally raise
setwanted price for each subsequent setwant over a 24-hour period (or have it
reset at midnight, whichever). So for the first setwanted, it'd cost the normal
2 trivia points. A second setwanted in the same 24-hour period would cost 4
trivia points, followed by 6 trivia points, 8 trivia points, then caps out at
10 trivia points per setwanted.
 
Some people just need to let their anger go, to be honest, but this
counter-measure would be a nice implementation.
 
Mr. Crowley
Re: help laser
Note #40156
posted on Ideas
Friday, July 20, 2018 @ 17:48
Reply to: Note 40155 posted by Kobus

As long as you put 'Laser Stats' as a related help file, otherwise you might
not know about it.
 
Mr. Crowley
Re: roume
Note #514
posted on Misc
Tuesday, July 17, 2018 @ 16:25
Reply to: Note 513 posted by Belfarious

>in the hope roume will forget about me
 
When you keep making alts to complain about how unfair Roume was (he most
likely wasn't, as he's one of the good guys, and it's not JUST his decision
anyway), it makes it hard for someone to forget you even existed.
 
The way you're carrying on about things, trying to put people on blast because
you feel wronged, will only come back to bite you in the ass. Why do I say
that? Because you want to air your greivances about someone, your own faults
will likely be aired, and don't say you have none, because the decision to
outcast you didn't happen on a whim.
 
If you want to complain, then you do it properly by noting the Imms on Personal
board, not a public forum. Roume has been around for decades, and is VERY
respected in this community, so the public eye will just see you as a crybaby
who didn't get his way. At least privately, you'll only be humiliated outside
the public eye.
 
To be honest, from what I've seen of you, I wouldn't want you in my clan,
either. Maybe you need to write a note to Roume and ask specifically what you
did wrong and how you can correct your behavior for future endeavors. Just a
thought.
 
Mr. Crowley
Re: Reputation ++
Note #40137
posted on Ideas
Monday, July 16, 2018 @ 22:45
Reply to: Note 40135 posted by Impurifan

But, what's to stop people from overly abusing this? Say that someone like
Advenchurer had 30 friends who were just as much a jackass as he was, and they
all just gave reputation to each other? It'd make them look like royalty then.
And if you introduced a countermeasure to take away reputation, then that'd
just get abused, too.
 
It's a nice concept overall, but I don't see it working. If your goal is to
feel better about yourself because you helped someone, then that should be
something that comes from within, not based off someone else's actions. You
help people because you want to help them, not because they might give you
reputation.
 
Mr. Crowley
Re: Let me setwanted myself +++
Note #40129
posted on Ideas
Monday, July 16, 2018 @ 22:06
Reply to: Note 40126 posted by Crowley

>only pk that takes places is sh's killing level 50 or below hardcore players
 
Obviously you don't pay attention to PK, then. I see plenty of PK, and yes,
some of it hardcore, but there's also plenty of "within level-range" PK.
Besides, setwanted isn't any different, because a SH can still kill someone who
is level 50.
 
>We need to shift things the other way, where pk is more available, not less,
or more expensive.
 
Wait, are you trying to say NOW that you want PK to be more expensive? Or are
you just not phrasing things correctly? Regardless, PK IS more available.
That's what OPK is for, for people to opt into it. As of this moment 75 people
of the 242 online choose to be OPK.
 
Making setwanted less expensive, per your first note, will not make PK more
available. It'll simply generate more funds for the clan coffers. And raiding
was dead long before Epics because a lot of things were considered "broken" and
needed fixing. I won't disagree that Epic gear is more desierable than raided
gear, but I reiterate that it's not the reason raiding is dead.
 
And PK is not dead, either. You just don't seem to pay attention.
 
Mr. Crowley
Re: Chan bans.
Note #27619
posted on General
Monday, July 16, 2018 @ 21:40
Reply to: Note 27617 posted by DjVoltron

As much as Tzad talks about it, I'm pretty sure the Imms are still very aware
of her channel ban, so I wouldn't presume to think the Imms are forgetful or
negligent in their roles and just needs a "reminder" to remove it.
 
Not that I'm against her getting channels back, but I don't think it's anyone's
position to say whether time has been served or not. You only hear one side of
the story, and the Imms typically do not provide their side of the story
because they don't have to. So while in your eyes it may seem unjustified, it
may very well be justified in someone else's eyes. The only one who should
really be speaking for her should be herself. She can email Lasher if she has
no other way of communication (notes, tells, channels, etc).
 
Mr. Crowley
Re: Let me setwanted myself ++
Note #40126
posted on Ideas
Monday, July 16, 2018 @ 21:26
Reply to: Note 40125 posted by DjVoltron

Pretty sure you used to be able to flag yourself, and it got taken away because
people abused it by setting themselves wanted and baiting people in
high-traffic areas in hopes someone would AOE them and they'd get a cheap kill.
Not that they couldn't give someone the TPs to do it anyway, and maybe I'm
misremembering, but I do remember Lane doing that a lot with the wanted flag.
 
Regarding cheaper setwanteds: So many people have "wronged" you because they
were in the same area as you, or they looked at you wrong. Not their fault you
feel the desire to throw a setwanted fit every time someone says "boo" to you.
In my opinion, it should cost MORE, not LESS, to setwanted people. And to be
honest, I feel that when you setwanted someone, the 500k gold reward should
come directly out of your pockets, not from the MUD itself. Set it up like a
proxy bid, where the 500k is escrowed from your pockets, to be used when the
wanted person is finally killed.
 
Mr. Crowley
Re: Epic channel and/or announcement
Note #40116
posted on Ideas
Sunday, July 15, 2018 @ 12:36
Reply to: Note 40114 posted by Ocho

>This would eliminate the massive amounts of spam tthat is used to announce
epics
 
Unfortunately, no, I highly doubt it would. Whether there was a channel
specifically for it or not, people who run in Epics (not necessarily the
leaders themselves) would still announce it on other channels. However, I don't
see how it's "killing your screen". People will announce Epics every few
minutes prior to the Epic starting, but they're not holding down enter to send
it every millisecond until it starts. Maybe it's the colors you don't like, and
that's fine. You can turn colors off. Or you can gag the messages. Plenty of
things you can do on your side to avoid the "screen-killing spam" that is (not)
generated by Epic announcements.
 
Mr. Crowley
Re: System time +
Note #27611
posted on General
Friday, July 6, 2018 @ 10:33
Reply to: Note 27610 posted by Starphoenix

>It is off based on what exactly?
 
Well, considering the server is in the United States, and considering there is
an "official US time" server, why don't we go off the assumption that it's not
matching the official US time? You can easily check it here:
 
https://time.gov/
 
Also, provide proof that "you can check 30 different governement clocks and
they'll all be off +/- 5 minutes of each other" because I just checked a few of
them already, and there was no difference between them all. Even the time in
Fort Carson seems to be synced to the official time.
 
But still, it should be based off the official US time.
 
Mr. Crowley
System time
Note #27608
posted on General
Thursday, July 5, 2018 @ 16:42
It's been brought up before, but system time is lagging behind now. As I looked
at the clock and system time, it's about 5 minutes behind. It's been gradually
falling more and more behind, too. First it was a couple minutes, then three,
four, now five, and who knows how long until it's 6 minutes, or even 10 minutes
behind.
 
Is there anything that can be done to correct that?
 
Mr. Crowley
Re: Aardwords iskey
Note #17990
posted on Bugs
Thursday, July 5, 2018 @ 11:44
Reply to: Note 17989 posted by Tymme

tracker rebellion repopped!
I'm confident it has been brought up before. In fact, I think I might have
brought it up in the past as well, and I totally agree with you. They shouldn't
be flagged as 'iskey', and there's no reason it should go on a keyring, even if
for 'storage'. I place all mine in my Aarch satchel, but it'd be nice to have a
small cloth bag (similar to how Scrabble tiles are or were done?
 
Mr. Crowley
Empyrean door missing open output
Note #16621
posted on Typos
Thursday, July 5, 2018 @ 01:18
Room IDs 14046 east exit has a hidden door to 14047's west exit. If you look
east (or west), you can see the door, and it is closed and locked. Typing
'unlock door' or 'unlock east' returns "The door cannot be unlocked." Perfectly
valid. However, trying to 'open door' or 'open east', it returns a blank line.
This should probably be changed to display something such as "The door cannot
be opened." Keep the rest of the mechanics in place, though, as you can enter
the room without opening the door, but that 'open' command needs output.
 
Mr. Crowley
Re: Daily blessing, training sessions ++
Note #40089
posted on Ideas
Tuesday, July 3, 2018 @ 11:36
Reply to: Note 40085 posted by Redryn

>bonus trains from blessing would badly upset the balance.
 
Hence why I added to maybe scale it by level, even doing level/2. Could even do
level/5 for that matter. The point is, there should be some increase with free
training sessions, not enough to break the game, but enough to warrant not
wishing it had rolled for something else.
 
In all my consistent daily blessings, I have seen more I/M/P/free stats than I
have free training sessions. Tymme's wager that it's 10-15% apparently doesn't
hold true to me.
 
>who sat at any level for a period of time quickly amassed thousands of trains
 
I do not think quickly means what you think it means. You're talking as if
bonus trains were a daily occurrence. Having to wait 24 hours for a chance at
xx aount of trains is far from quickly. Yes, someone could conceivably have 100
daily blessing resets, and by pure luck they could get bonus trains every daily
reset, but that's probably a one in a million chance.
 
Mr. Crowley
Daily blessing, training sessions
Note #40081
posted on Ideas
Tuesday, July 3, 2018 @ 10:05
Can we increase, or scale by level, the number of trains received from daily
blessing?
 
Today's daily blessing brought about this:
The Revolution blesses you with 1 bonus training session.
 
At level 201, 1 train pretty much does nothing, and is only worth about 1/5th
of a pup. Even at lower levels, it's not much help. Since daily blessings are
once a day, maybe we can bump it up to 50 or even 100. Or we can scale by
level, doing level/2 as a max bonus?
 
Reasons why it makes sense to increase the number of trains received:
1. Quest points aren't set to just 1-5 quest points.
2. Free points of potential can effectively "give" a player thousands of quest
points.
3. Free masteries can also "give" a player thousands of quest points.
4. Free instinct can "give" thousands of trains.
5. Free training sessions happen rarely enough it's not going to break the game
if someone were rewarded 100 trains as a blessing. Could even make it 200 and
it wouldn't break it.
 
Arguments against?
1. Looking a gift horse in the mouth?
2. Free stuff is free stuff, take it or leave it?
3. ???
4. Profit?
 
Mr. Crowley
Mastery in Healing
Note #40042
posted on Ideas
Wednesday, June 20, 2018 @ 11:47
In light of the recent post regarding increasing/removing heal/mana rate caps,
perhaps instead  we add a mastery in "healing".
 
If someone is willing to put forth the cost to increase healing mastery, then
they deserve being able to heal a bit more easily.
 
Just food for thought.
 
Mr. Crowley
Re: pendant from barrick - bonusloot +++++
Note #40022
posted on Ideas
Monday, June 18, 2018 @ 03:39
Reply to: Note 40021 posted by Crowley

And I totally missed that it's the yinyang pendant from Temple. I'd agree with
this one, too. I don't see why it needs to be a random drop.
 
Mr. Crowley
Re: pendant from barrick - bonusloot ++++
Note #40021
posted on Ideas
Monday, June 18, 2018 @ 03:34
Reply to: Note 40019 posted by Redryn

I see what you're saying, with it being tied to bonusloot. Seems odd that it
would be tied to that when, for always looting, you can easily set them as
coins or whatever Aarch/Poker/Aardwords pieces are flagged.
 
As for criteria, I'd say anything that is essential to an epic to run (such as
needing the sigils) and/or keys in epic areas. Since I haven't explored most of
Titan, I wouldn't even know what the pendant is, but maybe it's important
enough to need to always loot.
 
Mr. Crowley
Re: pendant from barrick - bonusloot ++
Note #40018
posted on Ideas
Monday, June 18, 2018 @ 02:49
Reply to: Note 40017 posted by Redryn

The subject title is wrong. Muzmuz merely means "alwaysloot" like the sigils
and other items have recently been changed to.
 
Mr. Crowley
Re: about help scramble +
Note #39998
posted on Ideas
Sunday, June 10, 2018 @ 00:17
Reply to: Note 39997 posted by Crowley

Additionally, teaching newbies about the 'help search' system is something that
should be widely encouraged. You will find 'Campaigns' listed under 'help
search scramble', and thus you can then do 'help campaign'.
 
Mr. Crowley
Re: about help scramble
Note #39997
posted on Ideas
Sunday, June 10, 2018 @ 00:13
Reply to: Note 39996 posted by Morrow

It's not about having perfect memories. If you're on a campaign, or someone
asks why their mob name is messed up on a campaign, 'help campaign' is a very
intuitive answer, for both the person asking and the person answering.
 
I'm not opposed to having a 'help scramble' file;; I just think it is
unnecessary because the information is already easily found in 'help campaign',
towards the tail end of the helpfile (so people don't have to necessarily read
the entire thing).
 
Mr. Crowley
Re: help scramble
Note #39977
posted on Ideas
Friday, June 8, 2018 @ 16:30
Reply to: Note 39976 posted by Vilgan

You mean 'help campaigns' doesn't give enough information? It's even colorized
with a red notation.
 
Mr. Crowley
Re: Regen Rates ++
Note #39961
posted on Ideas
Thursday, June 7, 2018 @ 15:16
Reply to: Note 39960 posted by Tymme

> regen all that mana that was lost
 
In current testing, I'm getting about 1000-1100 mana restoral per tick,
sleeping, in a trivia bag, in a maxed out mana rate room. That's enough for one
cast of incomplete healing.
 
Granted, if you're level 201, it's possible you have 80k mana, and can cast
inco multiple times before running out of mana. But then you're stuck with no
mana. Not a problem if you're melee, but now the spellcaster has to "sleep it
off" to regen all that mana, or quaff a multitude of potions just to get the
mana back.
 
So, that's the trade-off, sacrificing mana for health. Either way, heal and
mana rates could stand to be tweaked a bit more. Whether you're "proactive" or
not, it's still a long, slow, tedious process to heal back to full after a
death.
 
Mr. Crowley
Re: Regen Rates
Note #39957
posted on Ideas
Thursday, June 7, 2018 @ 13:53
Reply to: Note 39953 posted by Castiel

Rather than raising the caps (or removing them entirely), maybe it's better to
rework how much healing rates affect your healing. Rather than what it is right
now, take the healing rate and divide it by 10 for an increased percentage (so
250 healing rate would heal you 25%), but with a minium of, say, 2000 hp (so
newbies still will get full heal each tick).
 
Other than that, I agree; it takes an absurdly long time or high amount of
potions to heal to full hp when you're a SH. Maybe heals need to be tweaked a
bit more. Even with priest's regen, it would take 14-17 regens to heal to full,
and the lag is long on that one.
 
Mr. Crowley
Mendaloth Tracker + Fiendish Aard Channels +++
Note #7683
posted on Tech
Sunday, June 3, 2018 @ 10:47
Reply to: Note 7682 posted by Abelinc

> where "2" is the number for whatever tab you want.
 
Or, if you're like me and have named tabs, you can put "Tabname" instead,
quotes included.
 
Mr. Crowley
Emotes and socials, add to say channel
Note #39920
posted on Ideas
Sunday, June 3, 2018 @ 00:29
Can we please add emotes/smotes and socials to the 'say' channel? Or give them
their own "channel" akin to say? They are relevant in many conversations, and
they can be easily missed with output spam. At least, if they are included with
says, they can be captured to a comm log and not missed. Can even separate
between mobsay and say with emotes, too.
 
Mr. Crowley
Re: Change how following outside groups work +
Note #39919
posted on Ideas
Saturday, June 2, 2018 @ 13:38
Reply to: Note 39918 posted by Koala

Shh! You'll ruin everything! I love to follow random people! *shifty*
 
Aside from that, the reason I posted this was because I was attempting to
follow someone to assist them in a CR. Didn't really need to be grouped as I
was going to go in solo and let them follow behind manually, but allow them to
take me back to their corpse. I had to leave my group with all my lovely exp
and kills monitored just to follow them, though! Yes, I could have grouped them
and then followed them, but if they're part of another group, well, that just
makes things messy!
 
Mr. Crowley
Change how following outside groups work
Note #39917
posted on Ideas
Saturday, June 2, 2018 @ 12:57
Right now, the way follow works is you cannot be in a group when you try to
follow someone outside of your group.
 
I think this should be changed. Following someone does not always equate to
wanting to group with them. Someone may have found something cool and want me
to follow them to see it, but if I'm in a group with someone, I can't unless I
leave my group or my group leader invites them.
 
If the person tries to group their follower, they can still get the same
message as before, "Player is in another group already." I don't see this
breaking anything, nor being abused, and prevents people from having to leave
group and come back, or to group someone just for a couple moments in time.
Maybe there's something I'm missing, though.
 
Mr. Crowley
Re: Superhero Loud Standby +++
Note #39903
posted on Ideas
Thursday, May 31, 2018 @ 12:07
Reply to: Note 39901 posted by Crowley

As a side note, since 7:32 pm May 29th (40.5 hours ago), there have been 10
hours and 45 minutes of double. 1/4 of the time has been double, and that
doesn't even include million mob hour double. During that time, most people
probably got no less than 130-150 mobs with double experience from daily
blessing on top of that.
 
Just some facts to lend to either side of the argument.
 
Mr. Crowley
Re: Superhero Loud Standby ++
Note #39901
posted on Ideas
Thursday, May 31, 2018 @ 11:51
Reply to: Note 39900 posted by Bhengis

> - Dead Ideas is no longer a valid argument against ideas
 
Then petition the Imms to get rid of dead ideas. There are still a number of
ideas that do not belong in Aardwolf. This is one of them.
 
> - Most recent change to SH double added 50% more double per SH
 
Yes, that is correct. It went from 10 minutes to 15 minutes. However, it diid
not increase the number of doubles, and in fact, probably discouraged some.
 
> - This idea does not add double, it stops penalizing the individual who
      chooses to spend the added QP for mudwide enjoyment
 
Except it does add double. Say a group of three people reach level 200 at the
same time. In the current system, Player A could SH loud immediately. Player B
can SH loud only after 15 minutes. Player C can SH loud only after 30 minutes.
Now some might decide to wait that 30 minutes, others will just go silent
anyway. Now, put to the your proposed system: All three can SH loud at the same
time, queued up in order. That's a guaranteed 45 minutes of double rather than
a possible 45 minutes of double.
 
This idea has been brought up in the past numerous times, and every time, it
was put to rest because we don't need more double. More and more redos are
choosing the free option of SH silent rather than spending 200 qp for SH loud.
And like it's been said, when you start referring to normal experience as 'half
exp' or, if you want to add daily blessing, 'one-third exp', then there's
obviously an overabundance of double.
 
Mr. Crowley
Re: Superhero Loud Standby
Note #39899
posted on Ideas
Thursday, May 31, 2018 @ 10:35
Reply to: Note 39897 posted by Bhengis

I refer you to 'help di-double', mainly these two points:
 
- We will not add new ways to get more double experience.  When super-
  hero double was added, it was a rare event (once a week, not multiple
  times an hour) and meant as a special reward.  When non-double is
  considered 'half experience', there is far too much double experience.
 
- Queuing or saving superhero double for later use has the same end result
  of more double experience, and will not be added.
 
It's not going to be added, as there's far too much double most days as it is.
 
Mr. Crowley
Re: Can we timeout our quest cooldown offline? +++
Note #39893
posted on Ideas
Wednesday, May 30, 2018 @ 23:18
Reply to: Note 39892 posted by Abelinc

> With enough alts, you can effectively spend every moment of your life
> questing.
 
Sure, if you want to create 15-30 alts, which 1) would be noticed quite easily
and 2) would be a waste of time unless you're trying to get 15-30 alts a bit of
qp. Seems a bit far-fetched, if we're being honest.
 
Mr. Crowley
Re: Manor Upgrades - Chest
Note #39890
posted on Ideas
Wednesday, May 30, 2018 @ 21:04
Reply to: Note 39884 posted by Limunious

Isn't this precisely what 'vault' was for? Buy the first 50 slots for 50 tp,
etc... it's a manor upgrade and the best part is, it all saves as long as it's
a saveable item.
 
Mr. Crowley
Re: Non-OPK/OPK interference auto-issues OPK flag
Note #39863
posted on Ideas
Monday, May 28, 2018 @ 00:19
Reply to: Note 39861 posted by Syndom

Actually not a bad idea. If a player who is non-OPK interferes with combat
outside a PK room, then they choose to partake in OPK at that point.
 
Note that this is only outside PK rooms, so if a player interferes while in a
PK room, they shouldn't be forced with this flag.
 
Mr. Crowley