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showing 25 most recent notes by Exotabe
Re: Pthief retreat in wars ++++
Note #40719
posted on Ideas
Saturday, October 27, 2018 @ 11:37
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?
Re: Pthief retreat in wars ++
Note #40717
posted on Ideas
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 +++
Note #40715
posted on Ideas
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 +
Note #40713
posted on Ideas
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
Note #40711
posted on Ideas
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
Note #40709
posted on Ideas
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
Note #40617
posted on Ideas
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.
give owner
Note #40615
posted on Ideas
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 ++
Note #18022
posted on Bugs
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.
info goals
Note #18019
posted on Bugs
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
Note #39986
posted on Ideas
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
Note #16595
posted on Typos
Saturday, June 2, 2018 @ 17:58
In his mobprog, the text reads:
"I know its a piece of junk, but [...]"
Rare mobs after reboot
Note #39523
posted on Ideas
Saturday, March 31, 2018 @ 12:19
Would be nice to have mob rarity reset after reboot. Might get some more
people out and about.
Re: spells and skills ++++
Note #39467
posted on Ideas
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.
Re: spells and skills ++
Note #39465
posted on Ideas
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.
Re: spells and skills
Note #39463
posted on Ideas
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.
Re: scan vs. scan +
Note #39454
posted on Ideas
Sunday, March 25, 2018 @ 10:20
Reply to: Note 39444 posted by Abelinc

This is a good workaround. Thanks for the suggestion.
Note #17824
posted on Bugs
Saturday, March 17, 2018 @ 00:14

            
scan vs. scan
Note #39357
posted on Ideas
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
Note #39109
posted on Ideas
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)
Bid compare
Note #38531
posted on Ideas
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  compare  command, to compare eq up
for auction against your current inventory/worn slot.
Stalk
Note #38530
posted on Ideas
Sunday, January 14, 2018 @ 15:42
Stalk should allow movement, but very slowly, like one move every 3s.
Clan vaults
Note #38338
posted on Ideas
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
Note #38016
posted on Ideas
Tuesday, October 17, 2017 @ 11:22
nfm
Draw SH gold from bank accounts
Note #38007
posted on Ideas
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.