Reply to: Note 40718 posted by Tymme No one is subclass changing in order to win wars. Retreat being disabled in wars negatively affects all other pthieves without really hurting anyone else. Clearly you don't care about that fact, but then why even bother posting?
showing 25 most recent notes by Exotabe
Re: Pthief retreat in wars ++++
Saturday, October 27, 2018 @ 11:37
Re: Pthief retreat in wars ++
Saturday, October 27, 2018 @ 11:26
Reply to: Note 40716 posted by Tymme Retreat already exists for all pthieves, it's just disabled in wars unlike all other types of pk.
Re: Unchallenged war victories +++
Saturday, October 27, 2018 @ 10:56
So, I had a bit of a think on this, and upon reflection, I do agree with Tymme that adding a participation reward wouldn't be all that helpful. My main thought was that the primary issue is that current rewards aren't enough to convince people to join wars and lasertag with any regularity. The seemingly obvious solution then would be to raise rewards until people started deciding it was worth their time to join up regularly. Then I came back here and saw Vespar's note, and now I'm wondering: 1. Am I the only one who didn't know about the TP bonus for lasertag? 2. How much incentive is a 20% chance of a TP for winning if, unlike gqs, you don't know ahead of time whether it's going to be awarded this time. I believe that gqs are an example of an in-game activity that has continued to have modest participation, and I think this is a reflection of the rewards. You can earn 30-45 qps in a gq even if you don't win, and can often win 75+tp. Back when lasertag was new, I *believe* cps weren't a thing yet. So when a game started, it might be your only option to earn qps if your timer wasn't under 5. I remember thinking of lasertag as a fun way to earn some extra qps during the downtime between quests, specifically, back in the day. But today, with cps, opk bonuses, mccp bonuses, tier bonuses, and daily blessings, the qps rewards for lasertag are nowhere near high enough to justify the time it takes to play. If the rewards for a lasertag win were, say, 150qps would people play? Would that be OP? It doesn't really seem like it, given that I can earn 2.5k qps campaigning on any given day if I work at it. Ditto wars, which could add a 50qp reward (or 100qp for a genocide win).
Re: Unchallenged war victories +
Saturday, October 27, 2018 @ 10:29
Reply to: Note 40710 posted by Tymme I can't speak to poker on Aard, but lasertag used to have a decent amount of participation and now it's effectively dead. Some changes to encourage people to join up by increasing/adding rewards to it (and wars) would seem to be a pretty decent idea as well. Lasertag (like wars) can be a lot of fun, but both of them are more fun when several people play.
Pthief retreat in wars
Saturday, October 27, 2018 @ 10:16
Unless I'm misremembering, retreat is not allowed in wars. This is unfortunate for pthieves, since retreat/backstab is a pretty major part of pk strategy if combat initiative is lost. I would guess the motivation for preventing flee/retreat in wars is to keep players from running from combat for a long time until the war times out or to quaff pots. An alternative that takes into account pthief's unique reliance on backstab would be to allow a single retreat per war (or, ideally per opponent, although this is a bit more complicated). Another approach would be to add a cooldown to retreat in wars that lasts for a minute or two. To avoid the issue with quaffing after retreat, a check could be added to prevent the escapee from quaffing after that point (while allowing the other combatant to quaff), to strongly encourage immediate re-engagement.
Unchallenged war victories
Saturday, October 27, 2018 @ 10:08
Wars can be fun, but participation is usually pretty low nowadays. One change that could perhaps make wars a bit more active would be to add an 'unchallenged victories' stat, for situations where someone enters a war with over a minute left and no one else joins. The victor would get an extra bit of recognition in their war stats, a victory spellup, and maybe 1-3 qps. If someone joined an empty war with under a minute left, either no victory should be granted (since there may not have been enough time life for someone else to join) or the war entrance time could perhaps be extended by a minute.
Notification on level into active gq range
Saturday, October 13, 2018 @ 17:06
I just got a message that a gq had been cancelled due to lack of activity that I didn't know was happening. It appears I had leveled into range of the gq while it was ongoing and could have joined, but didn't know about it. It would be nice to have a notice added when a player levels into range of an active gquest for situations like this.
Saturday, October 13, 2018 @ 12:47
It would be helpful to have a 'give
- owner' command. The idea being if you're holding owned items for several players in a room, you'd be able to e.g. give dagger owner and not have to worry about handing it to the wrong person.
Re: info goals ++
Sunday, August 5, 2018 @ 12:13
Reply to: Note 18021 posted by Tymme Gotcha, yeah looks like we've hit the same issue. I don't use the Aard client, so that pretty much confirms it's a mud-side problem. I did turn off the clan/friend filters and saw a goal completion a few minutes ago. I believe I had the just the clan filter on in the past while still not seeing goal info. Not much else to add beyond that.
Sunday, August 5, 2018 @ 10:47
For whatever reason, I never see goals info. The channel is toggled correctly, I don't have any gags or other client things that could be interfering, and at this point suspect it's a bug. My info setting for goals is: Goals ON ON ON ...which is the same as for deaths/levels/etc which all work fine. -Exo
Change to the way qtime is displayed in prompt
Saturday, June 9, 2018 @ 11:09
Once in a while, people start a quest and either forget to go kill the qmob or forget to complete it. This happens to me at times while I'm campaigning or if a gquest pops up. The game will helpfully remind you if your timer is getting low, but it would be faster for players to see this info in their prompts. This could be done fairly easily by adding a prefix character to the qtime display, depending on a player's quest status: 15 minutes left until a quest can be requested: 15 15 minutes left to kill the quest target: -15 15 minutes left to turn in a completed quest: !15 -Exo
Drunk Dan in Snuckles
Saturday, June 2, 2018 @ 17:58
In his mobprog, the text reads: "I know its a piece of junk, but [...]"
Rare mobs after reboot
Saturday, March 31, 2018 @ 12:19
Would be nice to have mob rarity reset after reboot. Might get some more people out and about.
and skills ++++
Sunday, March 25, 2018 @ 13:32
Reply to: Note 39466 posted by Tymme I didn't mean to imply that the info isn't available at all. What I was trying to say is that it's trivial to see what's new that you can use before you remort into a class, but once you're there it's a long list to parse with no obvious highlighting of what's new. Adding spells
wouldn't completely solve that problem, but it would at least make the list shorter and easier to process. It's obviously a minor thing that would add a bit of convenience, but I've also tried to use that filter in the past so the idea jumped out to me.
and skills ++
Sunday, March 25, 2018 @ 12:41
Reply to: Note 39464 posted by Grimvald It gives you the information right up until you actually remort into that class. At that point, there's no easy way I know of to tell which spells are new for the current mort.
Sunday, March 25, 2018 @ 12:37
Reply to: Note 39462 posted by Koala I'd like to second this. After remorting and gaining a bunch of levels, it would be helpful to be able to see which spells are new this mort to double check the helpfiles and decide whether they're something worth training.
vs. scan +
Sunday, March 25, 2018 @ 10:20
Reply to: Note 39444 posted by Abelinc This is a good workaround. Thanks for the suggestion.
Saturday, March 17, 2018 @ 00:14
Saturday, March 10, 2018 @ 16:00
Scan currently works by running scan
if you type any shortened version of a direction as its argument. This means that 'scan d' will always translate to 'scan down', rather than 'scan duck' or what have you. This is not the end of the world, because you can always add more letters to a mob's name and it'll show up. But for me, at least, it often causes problems when I'm rushing to find a certain mob with a name that overlaps with a direction. The main issue is that if I don't notice that I'm scanning for a mob 'Norm' that overlaps with the word north, I'll just tend to think I haven't found the mob yet. In other words, it doesn't look like an error, it just looks like the mob isn't there. Normally I'd just work around an issue like this by aliasing the explicit version of the command I want on my client, so 'S no' would translate to something that wouldn't conflict with 'scan north'. Unfortunately, since my client doesn't know the full name of the mob I want to target, this isn't really doable. The best I could maybe manage is to have it complain if I'm overlapping with a directional scan. So all that said, I believe a small change to the way scan works would solve this problem. If there were a setting that allowed me to tell the mud that I'd like directional scans to only take priority when a full direction name is included, I could then alias those directional scans to something like 'sN', 'sE', etc. and all my problems in life would be solved. -Exo
Flag to enable showing social names after socials
Sunday, February 11, 2018 @ 15:27
Apologies if this is an existing feature I'm unaware of. You'll see people ask "What's the name of that social?" every once in a while. It would likely be helpful to some folks to be able to toggle a flag that, when set, adds the social name in parens after the social is shown. Simple example: > showsocials You'll now see the names of socials when they're used by other players. Then when I type 'nod', people with showsocials set will see something like: Exotabe nods. (nod)
Monday, January 15, 2018 @ 02:00
Unless I missed it and this already exists, with the new stat stuff I think it may now be useful to add a bid
- command, to compare eq up for auction against your current inventory/worn slot.
Sunday, January 14, 2018 @ 15:42
Stalk should allow movement, but very slowly, like one move every 3s.
Sunday, December 24, 2017 @ 20:02
Would be a good sink of clan funds and helpful for stashing stuff.
Add time to start to gquest check
Tuesday, October 17, 2017 @ 11:22
Draw SH gold from bank accounts
Saturday, October 14, 2017 @ 03:30
The superhero command requires that you be holding 500K. This could seemingly be pulled from a bank account if the user isn't holding that much gold at the moment they enter the command.