The Gaardian Aardwolf Notes Archive

display all notes from
on the board
between and
containing the phrase

showing 50 most recent notes by Crowley
Re: Kingsholm Goal +
Note #41253
posted on Ideas
Saturday, February 2, 2019 @ 21:17
Reply to: Note 41208 posted by Redryn

>I thought they don't see invis?
 
Apparently they do. At least, the later ones. I just tested it. Sneak, too.
 
Mr. Crowley
Re: bragging right pin for reaching rank 5 epic? ++
Note #41240
posted on Ideas
Thursday, January 31, 2019 @ 13:46
Reply to: Note 41238 posted by Tryllus

>No, you havent participated one for a while so dont know.
 
Don't presume to think you know what I know and don't know. I'm well aware of
what goes on in Epics, even if I don't have time to participate in them.
There's a reason I made the social "afktantrum".
 
I did not say "too bad to other who worked for it". Don't put words in my
mouth. I said there's plenty of bragging rights already, so why do you feel the
need for more? Because you don't feel special enough as it is? Just curious why
you feel the need to be extra special. Again, restring. Better option because
you can do whatever you want then. :)
 
Mr. Crowley
Re: bragging right pin for reaching rank 5 epic? ++
Note #41237
posted on Ideas
Thursday, January 31, 2019 @ 13:37
Reply to: Note 41236 posted by Tryllus

> Alright, you may not be able to use it because you may will never
> reach rank 5 in any epic. Its understandable that you shot down the idea.
 
I did not shoot it down because I "may will never reach rank 5 in any epic". I
don't care if I reach rank 5 in any epic or not. The idea isn't about me
reaching rank 5.  I shot it down because there is no need for it. It doesn't
encourage people to participate, getting a "nothing" badge just to say "I did
it! I got a gold star today!". But hey, if you want to go ahead with the idea,
make sure you name the badge "I <3 Epic AFKers!" because let's be honest, many
of the people who are rank 5 now haven't contributed anything to Epics but to
just sit there and AFK through 90% of it. So if you want to reward AFKers,
awesome. I'd have thought the items were reward enough, and also the Epic notes
posting how many runs each person has done, etc.
 
You already have bragging rights. Restring your own pins if you truly feel the
need for more.
 
Mr. Crowley.
Re: bragging right pin for reaching rank 5 epic? ++
Note #41235
posted on Ideas
Thursday, January 31, 2019 @ 13:29
Reply to: Note 41233 posted by Castiel

Well, Castiel wasn't talking about your point. He was talking about the
additions that Srykr wanted to make. Don't be so defensive when it's not about
you.
 
I don't care for the idea myself. If you want bragging rights, you can easily
restring your current pins (donation pin, builder pin, tier pin, or whatever
the last one is) and have it displayed there. Or just simply put it in your
desc. Why should anyone have to monitor who has obtained rank 5 legitimately
(rather than buying out)? Just pay for restrings.
 
Mr. Crowley
Re: Alias wish
Note #41221
posted on Ideas
Monday, January 28, 2019 @ 11:23
Reply to: Note 41220 posted by Huko

Wish granted. You now have up to 60 alias slots.
 
Mr. Crowley
Re: TinTin++ ++
Note #7802
posted on Tech
Sunday, January 27, 2019 @ 22:20
Reply to: Note 7801 posted by Dragonfist

Refer to Magna's point about "Tintin++ not being a really good client for
people who aren't already MUD geeks." He's not wrong.
 
People write guides assuming that if you're using Tintin++, you know the ins
and outs of Tintin++ already, as it's not what most people want/desire in a
client. If you really want to get started with Tintin++, read up on the actual
client itself, familiarizing yourself with its commands, how it works, and
other things you can find in Tintin++'s manual. Once you've mastered that, you
may find it easier to figure out what to do to set up anything
Aardwolf-related.
 
I must point out, though. Even though Aardwolf has garnered attention in the
mobile market, it is first and foremost a game more easily played from a PC.
That's not to discourage you from playing from a phone. Plenty of people have,
and still do. But starting out with a client you are not familiar with is not
beneficial to you at all, and will only frustrate you and possibly cause you to
quit. There are several people here who are willing to help on the tech
channel, for sure, but you'd have to catch them online.
 
Blowtorch (not the AardwolfRGP one, but the later edition) is definitely more
user-friendly, but if you're having trouble with that, as well, then you should
start writing notes about what you have tried that has not worked so others can
chime in and spot mistakes or offer guidance.
 
Mr. Crowley
Kingsholm Goal
Note #41207
posted on Ideas
Friday, January 25, 2019 @ 19:22
The goal rewards for Kingsholm are pretty nifty, being able to be escorted
around to different areas as needed as well as being able to progress through
the seals using 'next'. However, the second goal reward is rendered useless
just seven seals in when aggros attack you anyway.
 
The point of being able to use 'next' through the seals is to be able to
traverse them quickly instead of having to kill mobs for the key. If you are
aggro'd, you wind up killing the mob and getting the key anyway, so 'next'
becomes redudant.
 
I propose that the goal rewards be amended to make the seals more friendly to
the champions. Obviously you've already proven your skill over them, so no need
to do it a second time (or third, fourth, infinity). Please make this small
change, like the anthbeasts in duNoir (I believe they no longer aggro you once
the goal is completed).
 
 Mr. Crowley
Re: In Memoriam of Taeryn, of Druid.
Note #27752
posted on General
Sunday, January 6, 2019 @ 14:20
Reply to: Note 27749 posted by Myrddin

Such a sad day. I've spoken with Taeryn many times, even pk'd him a couple of
times, and he was always a stellar person. May he rest in peace, and thank you
for letting us know.
 
Mr. Crowley
Re: Uncurse wish almost useless (repost) ++
Note #41140
posted on Ideas
Wednesday, January 2, 2019 @ 16:56
Reply to: Note 41139 posted by Koala

Then I'm one unlucky person, as when I was actively pupping, I got it nearly
every 2-3 rooms. There was one time I had no less than 10 tendriils in my
inventory and I had only been pupping 15 minutes.

Mr. Crowley
Re: Uncurse wish almost useless (repost)
Note #41138
posted on Ideas
Wednesday, January 2, 2019 @ 16:54
Reply to: Note 41136 posted by Koala

Areas shouldn't be changed without builder's consent, unless it is something
that is breaking the game play mechanics. Cursed objects should typically
remain cursed. If there's an issue with an area being changed without your
consent, you probably should speak to the Imms about it.
 
As far as being easy to spam remove curse, have you ever attempted that pupping
in Titan? Unless it's changed, get those damned tendrils quite often enough,
and you don't really have enough time to spam remove curse before your group
leader (if you're grouped) moves you to another room. That's just one situation
where your thought doesn't make sense at all.
 
Mr. Crowley
Re: Uncurse wish almost useless
Note #18226
posted on Bugs
Wednesday, January 2, 2019 @ 16:44
Reply to: Note 18225 posted by Koala

1. This isn't a bug, but an idea.
 
2. Uncurse is still quite useful, especially since it can uncurse multiple
items at once. I find myself using it often enough. Many cursed objects in the
game, still.
 
Mr. Crowley
Dear Boot Clan
Note #16889
posted on Typos
Tuesday, January 1, 2019 @ 21:02
Please fix your recruitment message. You're missing punctuation after Daycare.
It makes me sad and triggered.
 
Thank you.
 
Mr. Crowley
Re: Allow Mobkills to be filtered by Mob Alignment
Note #41105
posted on Ideas
Saturday, December 22, 2018 @ 09:27
Reply to: Note 41104 posted by Agailia

But why? mobkills shows the mobs that have killed players, not a list of mobs
to kill like mobdeaths. I'm just confused why you want this feature.
 
Mr. Crowley
Re: Remove AFK command lockout.
Note #41036
posted on Ideas
Saturday, December 15, 2018 @ 08:55
Reply to: Note 41035 posted by Starling

One possible case to why the lockout exists was to prevent people from being
AFK and still attacking mobs/etc. If you're truly AFK, you shouldn't be sending
any commands at all, thus the lockout.
 
However, with that said, I don't disagree with the idea. At the very least,
letting spellup spells bypass the lockout would be great. Back in the day,
spellup scripts weren't allowed while AFK, iirc. Along with spellup spells,
perhaps make it so the remaining "locked" commands send, but remove you from
AFK status.
 
It'd also be kind of cool to have an AFK timer shown in finger, to give people
an idea how long you've been AFK. There are several plugins for it (I have one
myself), but maybe makng it a MUDside option wouldn't be a bad idea.
 
Mr. Crowley
Re: showpretitle +
Note #41026
posted on Ideas
Monday, December 10, 2018 @ 18:44
Reply to: Note 41025 posted by VeryLongName

I don't see anything wrong with adding the time to that message. It has been
pointed out, however, that there are commands you can use to easily see that
information that doesn't require prompts, miniwindows, etc. You can type 'q
info' or 'q time'. You can also type 'score'. Many different ways to see it.
 
Mr. Crowley
Re: Alias for literal command in MUSHclient ++
Note #7792
posted on Tech
Saturday, December 1, 2018 @ 12:22
Reply to: Note 7791 posted by Crowley

After pointing this out to Nick, he mentioned that the space only works when
the alias is anchored to start at the beginning (so for example, "*foo*" would
still execute the alias with space (and to be fair, also with my literal
alias)), and only would work if the MUD strips out leading spaces. Just an FYI
for anyone trying to replicate this.
 
Mr. Crowley
Re: Alias for literal command in MUSHclient +
Note #7791
posted on Tech
Friday, November 30, 2018 @ 17:30
Reply to: Note 7790 posted by Magna

Oh geez, I can't believe I forgot that simple execution. And here I was, asking
Nick to implement such an option in MUSH on the forums!
 
Thanks for reminding us about the simple space!
 
Mr. Crowley
Alias for literal command in MUSHclient
Note #7789
posted on Tech
Friday, November 30, 2018 @ 12:48
Tymme asked a question on tech regarding a 'literal' command similar to what
z/CMUD has. For those who don't know, in z/CMUD, you could use ~ to
bypass aliase use. For example, if you had an alias for drink, but you wanted
to bypass that alias for a goal, you would simply type ~drink and it would send
the literal command "drink".
 
I've written a quick alias to do just that, for those who are interested. If
it's already a feature in MUSHclient and I've missed it, all the better,
otherwise, I'm surprised this doesn't already exist. Anyway, see the alias
below:
 

  
  Send("%1")
  

 
Just copy that, open up Aliases, and click 'Paste'.
 
Mr. Crowley
Re: Info -h pkdeaths ++
Note #18160
posted on Bugs
Friday, November 16, 2018 @ 11:18
Reply to: Note 18158 posted by Arystul

Ah, I read his note to mean the deaths from setwanted. As for the setwanted
message, I agree, probably should be put into its own category.
 
Mr. Crowley
Re: Info -h pkdeaths
Note #18157
posted on Bugs
Friday, November 16, 2018 @ 10:59
Reply to: Note 18156 posted by Dillon

How exactly is it not a pk death? You only remove wanted flags with a pk. I
think it's fine sitting right there.
 
Mr. Crowley
t6 head/neck on market
Note #49351
posted on Forsale
Sunday, September 30, 2018 @ 11:52
lbid 90862, enchanted raided t6 neck
+-----------------------------------------------------------------+
| Keywords   : crescent moon necklace druid260 260neck            |
| Name       : /|\ Crescent )Moon( /|\                            |
| Id         : 1610245465                                         |
| Type       : Armor                     Level  :   260           |
| Worth      : 52,500                    Weight :     0           |
| Wearable   : neck                                               |
| Score      : 485                                                |
| Material   : silver                                             |
| Flags      : unique, glow, hum, magic, burn-proof, nolocate,    |
|            : solidified, resonated, illuminated, V3, lauction   |
| Clan Item  : From The Great Circle of Druids                    |
+-----------------------------------------------------------------+
| Stat Mods  : Strength     : +5       Intelligence : +4          |
|              Dexterity    : +4       Constitution : +4          |
|              Hit roll     : +22      Damage roll  : +25         |
|              Hit points   : +105     Moves        : -210        |
|              Luck         : +4       Wisdom       : +4          |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +15      All magic    : +11         |
+-----------------------------------------------------------------+
| Enchants:                                                       |
| Illuminate : Wisdom +4                (removable with TP only)  |
| Solidify   : Hit roll +6              (removable with TP only)  |
| Resonate   : Luck +3                  (removable by enchanter)  |
+-----------------------------------------------------------------+
 
lbid 90863, raw raided t6 head
+-----------------------------------------------------------------+
| Keywords   : ego inflatable druid260 260head 260helm            |
| Name       : /|\ Tyebald's Ego /|\                              |
| Id         : 1678378149                                         |
| Type       : Armor                     Level  :   260           |
| Worth      : 81,300                    Weight :     0           |
| Wearable   : head                                               |
| Score      : 500                                                |
| Material   : bark                                               |
| Flags      : unique, invis, magic, burn-proof, nolocate, V3,    |
|            : lauction                                           |
| Clan Item  : From The Great Circle of Druids                    |
+-----------------------------------------------------------------+
| Stat Mods  : Strength     : +4       Intelligence : +5          |
|              Wisdom       : +4       Dexterity    : +5          |
|              Constitution : +8       Hit roll     : +14         |
|              Hit points   : +130     Moves        : -260        |
|              Damage roll  : +32      Luck         : +1          |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +15      All magic    : +11         |
+-----------------------------------------------------------------+
 
Mr. Crowley
invdata
Re: zombie corpses +
Note #40532
posted on Ideas
Saturday, September 29, 2018 @ 14:18
Reply to: Note 40529 posted by Khaleesi

>I like it.
 
Great! So when we PK you... excuse me, PURGE you, you'll create a corpse with
more IQ! It might even be able to do math!
 
I'm all for an idea that increases math awareness!
 
This actually would be a cool idea for Halloween events, though.
 
Mr. Crowley
Re: Proxy bid
Note #18093
posted on Bugs
Friday, September 28, 2018 @ 11:31
Reply to: Note 18092 posted by Cheezburger

Actually, I believe it's because Azzoun proxy bid 30m before you did, and the
earlier bid takes precedent. It's explained in help proxy.
 
Mr. Crowley
Re: nospellup command ++
Note #40503
posted on Ideas
Wednesday, September 26, 2018 @ 14:46
Reply to: Note 40502 posted by Fiendish

>This would stop being a problem if I could effectively visto everyone.
 
If it's tells you're worried about, 'vistell' is your friend. If it's finger
and finding you're "offline", they can just write you a note. Also, could just
trigger off the invis message and vis automatically each time.
 
Personally, I don't add invis as a spellup spell, though. It doesn't do much
aside from bypassing some mobs (and even that's not 100%).
 
Mr. Crowley
WTS T6 raided RAW head
Note #49339
posted on Forsale
Tuesday, September 25, 2018 @ 20:17
I don't read this board, so send me a tell if serious about buying it. Make an
offer I agree with, it's yours. First come, first serve. Will put on market if
no serious offers by Friday.
 
+-----------------------------------------------------------------+
| Keywords   : ego inflatable druid260 260head 260helm            |
| Name       : /|\ Tyebald's Ego /|\                              |
| Id         : 1678378149                                         |
| Type       : Armor                     Level  :   260           |
| Worth      : 81,300                    Weight :     0           |
| Wearable   : head                                               |
| Score      : 500                                                |
| Material   : bark                                               |
| Flags      : unique, invis, magic, held, burn-proof, nolocate,  |
|            : V3                                                 |
| Clan Item  : From The Great Circle of Druids                    |
+-----------------------------------------------------------------+
| Stat Mods  : Strength     : +4       Intelligence : +5          |
|              Wisdom       : +4       Dexterity    : +5          |
|              Constitution : +8       Hit roll     : +14         |
|              Hit points   : +130     Moves        : -260        |
|              Damage roll  : +32      Luck         : +1          |
+-----------------------------------------------------------------+
| Resist Mods: All physical : +15      All magic    : +11         |
+-----------------------------------------------------------------+
 
Mr. Crowley
invdata
Re: pthief aoe ++
Note #18087
posted on Bugs
Tuesday, September 25, 2018 @ 16:07
Reply to: Note 18086 posted by Cheezburger

I think the note is referring to Rangers and Paladins as more a spellcaster
class (or a mix of them) simply because they have more spellups in them? I
forget. Regardless, on test port, it was always Warrior got 4 hits, every other
non-pclass caster class got 6.
 
Mr. Crowley.

invdata
Re: pthief aoe
Note #18085
posted on Bugs
Tuesday, September 25, 2018 @ 16:04
Reply to: Note 18084 posted by Tymme

No, only warriors got the 4 mob hit. Every other class has at least one spell
in their compliment of spells/skills, so thief, paladin, and rangers get 6.
 
Mr. Crowley
Re: hammer weapon type ++++++
Note #40464
posted on Ideas
Sunday, September 23, 2018 @ 16:05
Reply to: Note 40463 posted by Tymme

Agree with Tymme on a crafter skill, maybe something such as:
 
Skill: replicate  
 
Recreates the weapon in a different material form with some loss to average
damage and -1 to all stats on weapon, as it is a replica of the weapon and not
an exact duplicate. This applies to all except Aardwolf weapons.
 
Mr. Crowley
Re: mobdeaths/mobquests
Note #18082
posted on Bugs
Sunday, September 23, 2018 @ 10:36
Reply to: Note 18081 posted by Starling

The note only mentions mobdeaths and mobkills, not mobquests. Maybe it was
intentional? Not a bug, anyway.
 
Mr. Crowley
Re: Area Attacks [Non-staves]
Note #18079
posted on Bugs
Sunday, September 23, 2018 @ 10:29
Reply to: Note 18078 posted by Icecool

It's actually all AOE spells that are limited for non-caster pclasses, and
intended.
 
Mr. Crowley
Re: Earthbind +
Note #40442
posted on Ideas
Thursday, September 20, 2018 @ 13:44
Reply to: Note 40441 posted by Tymme

Can't trip flying people, though.
 
Mr. Crowley
Re: Jotunheim - A Windows Path
Note #16735
posted on Typos
Wednesday, September 19, 2018 @ 19:54
Reply to: Note 16734 posted by Dathon

This happens in room 31534, as a side note.
 
Additionally, the word "peels" should be "peals".
 
Lastly, "as if the gods get ready for war" sounds odd. It probably should be
reworded to "as if the gods are preparing for war" or "as if the gods are
getting ready for war".

Mr. Crowley
Re: Scribing (and Brewing?) +
Note #40436
posted on Ideas
Wednesday, September 19, 2018 @ 14:06
Reply to: Note 40435 posted by Koala

I had completely overlooked the line in the Enchanter for scribing, so that's
something to consider.
 
In light of that information, I still believe it should be adjusted for pclass
spellcasters, but not the 80%/50% I initially requested, since that should be
an Enchanter's success rate. However, perhaps 70%/40% is something to consider
for the remaining pclass spellcasters.
 
Thanks, Koala, for adding that information!
 
Mr. Crowley
Scribing (and Brewing?)
Note #40434
posted on Ideas
Wednesday, September 19, 2018 @ 11:25
In 100 blank scrolls, I was able to scribe 51 triple casts of a spell. That's
with max int/wis/luck and 100% scribe as a mage. Given the length of time it
takes to scribe scrolls, this seems rather quite low. Scribing 4x scrolls has
netted me a 14% return rate so far.
 
I propose that scribing be modified a bit for pclass spellcasters, at the very
least. Maybe even moreso for Enchanters. As a learned scholar in the arts of
magic, it seems to make more sense that a pclass spellcaster could scribe more
easily than melee classes with the same stats, especially on multiple casts.
This would be of great value in Epics alone, where people should show up with
incomplete healing scrolls.
 
I'm not looking for 100% 4x scrolls, or even 100% 3x scrolls. But I feel that
both should be considerably higher than what their return rates are currently.
Maybe 80% for 3x, and 50% for 4x? Just a thought, something to mull over. And
again, for melee pclasses, it would remain the same. Should also apply to
brewing.
 
Mr. Crowley
Re: Colors
Note #40423
posted on Ideas
Monday, September 17, 2018 @ 15:22
Reply to: Note 40422 posted by Malas

Random colors wouldn't be so bad, as long as you're not doing it on public
channels, and under the understanding that people set their channel colors for
a specific reason, and constantly colorizing text that doesn't fit their color
scheme can cause you to lose friends.
 
Blinking text, only if it's toggleable. Don't want to cause seizures now, and
not everyone wants to deal with blinking text. Feel free to make your own text
blink on your end, though!
 
Mr. Crowley
Re: friend wannabe ?!
Note #16721
posted on Typos
Sunday, September 16, 2018 @ 21:28
Reply to: Note 16720 posted by Varic

The room is 20096, for ID purposes, but it is there.
 
Mr. Crowley
Re: Period should be Quetion Mark
Note #16719
posted on Typos
Sunday, September 16, 2018 @ 12:22
Reply to: Note 16714 posted by Xekar

>Period should be a question mark here.
 
There isn't a question being asked here, so it needs no question mark. The
ranger is simply saying he was wondering lately. Yes, it may seem weirdly
worded, but it's acceptable as is.
 
Mr. Crowley
Re: Tp enchant info +++++++
Note #40383
posted on Ideas
Tuesday, September 11, 2018 @ 19:34
Reply to: Note 40382 posted by Vespar

I believe what Vespar is referring to regarding determining the approximate
value is this:
 
When an item is put on rauction or on market, we look at it to see if it's a
base weapon (worth at most 1k), or if it's been enchanted. We base our
evaluation not on the HR/DR of the object, but about how many trivia points
were put into it, because if a person put in 100 trivia points to max enchant
it, then we want to pay what we feel 100 trivia points is worth plus the value
of the weapon. You don't want to overpay its value, nor does the seller want to
be underpaid. So having something that says "100 trivia points were used to
enchant this weapon" is useful in that measure.
 
I'm not saying it should be implemented, but it'd take out one extra step to
determine worth for those not technical enough to understand how tpenchanting
and weapons work.
 
Mr. Crowley
Manor Shopkeeper upgrade
Note #40370
posted on Ideas
Saturday, September 8, 2018 @ 21:29
Can we add an option to flag manor shopkeepers as scavenger mobs? That way, if
someone so rudely dumps junk on your porch door, your shopkeeper will kindly
clean it up by scavenging. Not looking to have it as an option for all manor
mobs, but just an option for shopkeepers. Price can be 100 qp and 500k gold, or
something in that range.
 
Mr. Crowley
Re: Pro Chef Tip Of The Day +
Note #530
posted on Misc
Saturday, September 8, 2018 @ 15:05
Reply to: Note 529 posted by Taeryn

I was going to write to say this precisely. Oil and water do not mixe for a
reason. You'll leave oily residue on the pasta, and it does nothing to prevent
the sticking.
 
In all my years of cooking. I've never once had rice or pasta burn or stick to
my pan. Why? Because with pasta, I do exactly what Taeryn said - I stir it
every 2-4 minutes, making sure that constant flow is going through until it's
done. Last night, in fact, I made homemade macaroni and cheese with pasta
shells, and the shells came clean out of the pot - nothing sticking, nothing
burnt. With rice, you really just want to make sure that you have enough water
for the rice (rice expands!), and stir the rice until the water starts boiling.
Once it's boiling, reduce down to a simmer, place a lid over it (the more
air-tight, the better, but any lid will do), and let it steam itself to
perfection.
 
You don't need to work professionally to know how to cook. It just takes a
desire to make delicious food!
 
Mr. Crowley
Re: Forge
Note #40352
posted on Ideas
Tuesday, September 4, 2018 @ 13:28
Reply to: Note 40351 posted by Tearlach

You don't need to repost the same note every three weeks.
 
I wouldn't mind a forge for the clan, but for manor, it's pretty pointless, as
people will change subclasses over time, and then what, stuck with a forge they
can't use in their manor? So, clan yes, manor, no. At least from me.
 
Mr. Crowley
Re: retreat to work even when not in combat. ++
Note #40345
posted on Ideas
Monday, September 3, 2018 @ 16:48
Reply to: Note 40344 posted by Celebrity

Except if you add this, it can create problems for people in the future. For
example, if I'm in an aggro room and I'm getting destroyed, I will try to
retreat. Retreats aren't 100%, so I spam retreat a few times to make sure I get
out of the room.
 
I retreated to a safe room, yay! But wait! I still have 3 more retreats in my
queue! CRAP, I just retreated into another aggro room, and now I'm dead. Thanks
a lot, retreat!
 
Mr. Crowley
Have xx redos count as tiers
Note #40340
posted on Ideas
Monday, September 3, 2018 @ 14:57
After a trolling discussion, a new idea came to mind.
 
For every 50 redos (or every 100?), make it count as if it were an additional
tier. This would mean that on the 51st (or 101st) redo, you could wear/cast
things 100 levels above you. Maybe this can even work for Aard items at level
201, too (so a t9 with the appropriate amount of redos would be able to get a
level 301 weapon).
 
Redos can be done fast, it's true. It's why you have to do so many to get the
benefit. As of right now, two people would have enough redos to gain the
benefit, one if we raise it to 100. It gives an alternative style of play as a
t9 who doesn't want to spend the entire day pupping, as well.
 
Just a thought, anyway.
 
Mr. Crowley
Re: Balor Spittle
Note #16700
posted on Typos
Saturday, August 25, 2018 @ 09:26
Reply to: Note 16699 posted by Dillon

It's made properly, and doesn't need to say it has a cooldown.
 
Once a mob has been balored, you cannot balor it again, much like you cannot
backstab a mob a second time because it is aware of your attacks. The cooldown
isn't to prevent you from baloring a mob a second time. It's to prevent you
from using it mob after mob after mob, as it is considered a powerful skill.
How many skills or spells do you know that can easly take 25% off a mob or even
a player? Hence why there's a cooldown.
 
Mr. Crowley
Change heal potion cost and effectiveness at Level 201
Note #40294
posted on Ideas
Friday, August 24, 2018 @ 19:48
Reply to: Note 40293 posted by Tymme

>How do rates compare to the rates from renew/restore life/cincomplete, though?
 
Considering that of the three listed, only incomplete healing can have multiple
casts via manually-brewed potions, they're almost irrelevant to the issue at
hand. Bear in mind that quaffing a potion returns 4x heals, so when I say 2,148
for a quaff, that's 537 per heal, at 575 wis. At 600 wis, you do 2,200 per
quaff, or 550 per heal.
 
Taking the 1,120 additional increase at level 201 would increase each heal by
280, so we're looking at 830 per heal with 660 wis. I don't know what
renew/restore life/incomplete healing return, but if I remember correctly,
restore life was over 1k when practiced to 100%. I don't have any of them at
100% individually, so my results would be skewed. However, at 85%, heal returns
456, renew returns 583, and restore life returns 868. If someone can provide
numbers at 100% in each, then it can be better determined if there needs to be
a scaleback on what I provided. At any rate, the cost ratio should be reduced,
and consistent. It's simply not worth having a level 201 potion that's 200%
more but only returns a 15% heal increase.
 
Mr. Crowley
Change heal potion cost and effectiveness at Level 201
Note #40292
posted on Ideas
Friday, August 24, 2018 @ 19:15
Doing some testing on healing potions and their equivalent costs and found a
largely disappointing return rate for higher level potions. Additionally, the
percentage is largely different from clan to manor potions. See below:
 
Level 201, 575 Wis 
  
Level 60 : Heals for 1,868, costs 1,440 gold. (Manor)
Level 201: Heals for 2,148, costs 4,284 gold (Manor)
Level 60 : Heals for 1,868, costs 960 gold. (Clan)
Level 201: Heals for 2,148, costs 3,216 gold. (Clan)
 
Results:
Manor potions cost increased by 197.5%.
Clan potions cost increased 235%.
Healing only increased 14.99%, and with each additional wisdom, it diminishes
to 14.58%, provided no instinct in heal (if that even counts for potions).
 
Additionally, there seems to only be an increase of 2 hp per level of the
potion, or 0.25 per cast. I propose we bump that up to 8 hp per level, so from
level 60 to level 201, there would be an additional 1120 hp rather than the 280
it currently stands at. Also, I propose making the costs for healing potions
(as well as mana potions) to be more in line with a realistic rate of exchange.
A 300% increase for only marginal increase in healing is not realistic, and
makes level 201 potions worthless, as at that level, mobs are dealing more than
280 damage per round, so you might as well be quaffing level 60 potions. Maybe
make it a flat 150% for both manor and clan potions (so 3600 for manor potions,
2400 for clan potions).
 
Mr. Crowley
Re: Description character limit/editor
Note #18046
posted on Bugs
Friday, August 24, 2018 @ 13:49
Reply to: Note 18045 posted by Khadaji

I just ran a test, and came up with the following results:
 
If I put 79 "1"s on followed by a new line, I was able to fit 998 characters.
This leaves 26 characters from the 1024 character limit. Considering that this
was broken up over 13 lines, I bet it's the newline code that is being included
in the character count.
 
If I did 1024 "1" on one line, it truncated it to 1023 characters, maybe
accounting for one new line.
 
Either way, it looks like newlines are what is causing the character limit
discrepancy. As for color coding, I couldn't tell you why it looks different
between your editor and actually seeing it.
 
Mr. Crowley
Favor in the realm for marriages +++++
Note #40278
posted on Ideas
Tuesday, August 21, 2018 @ 21:18
Reply to: Note 40277 posted by Jidian

Well, the other argument against your idea is in 'help di-double' (which you
need to read help dead ideas in the first place).
 
- Double quest point events are reserved for special occasions and will not
  be increased in frequency.
 
So, that effectively shuts down your idea right there. Even a daily increase of
frequency is still an increased frequency.
 
Mr. Crowley
Re: Favor in the realm for marriages
Note #40271
posted on Ideas
Monday, August 20, 2018 @ 19:51
Reply to: Note 40270 posted by Jidian

This would so be abused.
 
Nice idea, but probably will never happen due to the potential abuse.
 
Mr. 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.