The Gaardian Aardwolf Notes Archive

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showing 50 most recent notes by Koala
Re: hunt on guqests +
Note #41486
posted on Ideas
Friday, March 8, 2019 @ 08:45
Reply to: Note 41485 posted by Thridi


GQs are a race. Campaigns are solo, GQs are a competition

Re: Your top 1 or 2 ideas to balance classes.
Note #41452
posted on Ideas
Tuesday, March 5, 2019 @ 10:35
Reply to: Note 41428 posted by Lasher

I'm only going to talk about subclasses balance and damage skills so you can
jump this message if you don't care about it. This is only one idea, which
tackles everything needed to rebalance the game.

The first thing to do is to fix one thing: subclasses. The ideal fit for us is
to have one PvM, one PvP and another Utility subclass. People here want to have
a "one size fits all" subclass, but the idea behind it was to remove it from
the game and have some flavour in building your char.

Second: normalize all damage between skill/classes - Spear of Odin does the
same damage as Heavenly Balance or Eruption and goes on. Of course, some
subclasses have extra damage due to skills like test of faith or gaias revenge,
but this is easily manageable with the third point.

Third: write a multiplier factor to be applied to all skills (not only attack).
Let's say the regular spell damage (using like an example acid stream, which is
a mage attack spell that can be used by all classes) is 1x. The subclass spell
can do 1.1x damage against the main subclass target (remember, pvm and pvp
subclasses) and 0.9 to another. For subclasses that have extra constant damage,
we can use these multipliers to balance the damage output.

Fourth: Enable instinct to all subclass attack/defence skills so people can
fight on the same ground.

"Oh, but PK will be unfair with that. PvM classes will die too easily to PvP
classes". Let's face it, PvP is already unfair. It is too easy to flee any 101
fight unless the char is way under the attacker. For that, we can easily use
subclasses flags to prevent this to happen - pvp subclasses can only attack
another pvp subclass and goes on. If you flag yourself OPK or goes to a raid,
people are free to kill you. I won't discuss pvp balance here because is way
more complicated than that.

These steps will remove from the game complaints like "subclass X is too buff,
please nerf - subclass Y is too weak, please change it". with all subclasses
outputting the same kind of damage, we finally can start building chars based
on tactics and not on sheer damage output to pup faster than Y or Z.

Re: winds eq considered as aard item in owned? ++
Note #18337
posted on Bugs
Sunday, March 3, 2019 @ 06:52
Reply to: Note 18336 posted by Tryllus

The Shield of Aardwolf         (230029)  201 Koala            a Bag of Aardwolf
Beacon of Light                          211 The Gazebo In Th Manor3           
Axe of Aardwolf                (337918) *220 Koala            a Bag of Aardwolf

Can confirm the same behaviour here.

Re: Hardcore On
Note #41417
posted on Ideas
Friday, March 1, 2019 @ 12:05
Reply to: Note 41416 posted by Roume

Hardcore is a flag meant to be hard, it isn't for newbies or just for fun. It
shouldn't have any kind of help mudside to turn it easier.

Also I know that you can easily find at least two different scripts that check
everything about you, so no need to extra code it mudside.

Re: Million mob hourly double:
Note #41323
posted on Ideas
Tuesday, February 12, 2019 @ 14:20
Reply to: Note 41321 posted by Thridi


Thinking about development side, it isn't too hard to do it. Even to verify a
text file to get the message to be presented would be great.

We're here for so long that we lost a lot of good friend for life events. It
would be wondeful to pay homage to some of them and remember.

"Run you clever boy, and remember"

Strange behaviour with vault
Note #18262
posted on Bugs
Saturday, February 9, 2019 @ 10:55
You store (Aarchaeology) Moon in a Bottle in your vault.
Your vault is too full.

You have 25 of 100 items stored in your vault.
Including keep flagged items, you have 83 items in your vault.

That's for 100 slots in my vault


Skins Forsale - High Stats
Note #49720
posted on Forsale
Saturday, February 9, 2019 @ 09:36

94565 a pair of boots skinned from 201  Gold             1    0   6d 23:59:42
94564 a pair of leggings skinned f 201  Gold             1    0   6d 23:59:42

Both skins have high stats for people who still needs it. They helped me for a
long time and it is time for them to find a new home.

| Keywords   : skinned leggings One of Skeligh's heads            |
| Name       : a pair of leggings skinned from One of Skeligh's   |
|            : heads                                              |
| Id         : 917374155                                          |
| Type       : Armor                     Level  :   201           |
| Worth      : 100                       Weight :    10           |
| Wearable   : legs                                               |
| Score      : 620                                                |
| Flags      : unique, glow, hum, magic, held, resonated,         |
|            : illuminated, V3                                    |
| Stat Mods  : Strength     : +13      Dexterity    : +13         |
|              Wisdom       : +7       Constitution : +13         |
|              Luck         : +16                                 |
| Resist Mods: Slash        : +20      Bash         : +18         |
|              Pierce       : +15      Shadow       : +11         |
|              Sonic        : +13                                 |

| Keywords   : skinned boots a gaping void of fangs and teeth     |
| Name       : a pair of boots skinned from a gaping void of      |
|            : fangs and teeth                                    |
| Id         : 911235482                                          |
| Type       : Armor                     Level  :   201           |
| Worth      : 100                       Weight :    10           |
| Wearable   : feet                                               |
| Score      : 590                                                |
| Flags      : unique, glow, hum, magic, held, resonated,         |
|            : illuminated, V3, recharged                         |
| Stat Mods  : Hit roll     : +7       Strength     : +11         |
|              Dexterity    : +13      Constitution : +11         |
|              Intelligence : +9       Luck         : +4          |
|              Wisdom       : +11                                 |
| Resist Mods: Slash        : +21      Bash         : +13         |
|              Pierce       : +20      Earth        : +13         |
|              Disease      : +15                                 |
Re: Wanted flag +
Note #41287
posted on Ideas
Thursday, February 7, 2019 @ 05:03
Reply to: Note 41286 posted by Wars

Easy solution

Remove PK stats at all. See if this won't disappear soon (except from
DjVoltron, of course. He loves to spend tps this way!)

Terminate bug - Nottingham
Note #18241
posted on Bugs
Sunday, January 20, 2019 @ 20:19
Dak'kon lends you god-like powers to terminate the sheriff!
[11] Your deadly force does UNBELIEVABLE things to the sheriff! [3076]
The sheriff is damned forever by the holy power!!
You receive 23+3+3 experience points.
The Castle's Dungeon

If you terminate the sheriff, the prog transports you but you don't receive the
key for Marion cell.

Showcase auction 94053
Note #49668
posted on Forsale
Sunday, January 20, 2019 @ 19:03

The following showcase item has been posted for sale by Koala.

The auction is for Gold and will end in 7 days.

| Keywords   : shade's midnight balloon birthday present          |
| Name       : Shade's midnight balloon birthday present          |
| Id         : 2074664527                                         |
| Type       : Treasure                  Level  :   200           |
| Worth      : 1,000                     Weight :     1           |
| Score      : 0                                                  |
| Material   : plastic                                            |
| Flags      : glow, hum, magic, nosell, burn-proof, nosac,       |
|            : nosteal, V3, lauction                              |
| Found at   : Icefall                                            |
Rank4 Head
Note #49664
posted on Forsale
Sunday, January 20, 2019 @ 11:51
| Keywords   : rank4 genie turban head                            |
| Name       : ~~Genie's Turban~~                                 |
| Id         : 2074522364                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 7,000                     Weight :     0           |
| Wearable   : head                                               |
| Score      : 0                                                  |
| Material   : cloth                                              |
| Flags      : invis, magic, nosell, burn-proof, nolocate,        |
|            : heroonly, V3                                       |
| Owned By   : Koala                                              |
| Stat Mods  : Hit roll     : +50      Damage roll  : +50         |
|              Moves        : +450                                |
| Resist Mods: All physical : +45      All magic    : +45         |
150M (Reown included)

Re: Uncurse wish almost useless (repost) +
Note #41139
posted on Ideas
Wednesday, January 2, 2019 @ 16:55
Reply to: Note 41138 posted by Crowley

Tendrils have 2% of chance to pop and only a few mobs can push it, so it isn't
often. :P

Uncurse wish almost useless (repost)
Note #41136
posted on Ideas
Wednesday, January 2, 2019 @ 16:52
Can't remove the original note now, but as Crowley said... Pushed it to Ideas!

Back in the day, builders used the curse flag to create speedbumps and certain
difficulty to events in areas. Most of those items now had the flag removed
and, therefore, useless. Without the flag you can easily trigger to remove the
item when you get it.

The wish was considered an investment to not bother with those designs and
speed up the removal. Since part of what we can do while building the areas are
removed, the curse flag is not useful anymore.

I propose to remove and refund the uncurse wish for those who invested on it in
the past.

The best thing that uncurse wish brought was the ability to uncurse during a
fight. You can easily spam remove curse while you're not fighting.

Re: Uncurse wish almost useless +
Note #18227
posted on Bugs
Wednesday, January 2, 2019 @ 16:47
Reply to: Note 18226 posted by Crowley

Well, since the areas being changed without asking the (active) builders if
they agree with the change... It can be considered a bug. :P

The best thing that uncurse wish brought was the ability to uncurse during a
fight. You can easily spam remove curse while you're not fighting.

Uncurse wish almost useless
Note #18225
posted on Bugs
Wednesday, January 2, 2019 @ 16:35
Back in the day, builders used the curse flag to create speedbumps and certain
difficulty to events in areas. Most of those items now had the flag removed
and, therefore, useless. Without the flag you can easily trigger to remove the
item when you get it.

The wish was considered an investment to not bother with those designs and
speed up the removal. Since part of what we can do while building the areas are
removed, the curse flag is not useful anymore.

I propose to remove and refund the uncurse wish for those who invested on it in
the past.

Re: Manor
Note #41124
posted on Ideas
Monday, December 31, 2018 @ 08:37
Reply to: Note 41123 posted by Dillon

Manors are not areas and repop messages are tied to the area. I don't think it
would be possible to do something like that.

Re: Business E-mail providers
Note #7787
posted on Tech
Wednesday, November 21, 2018 @ 12:28
Reply to: Note 7783 posted by Grae

If you don`t have problems in hosting the solution, you can always try Zimbra.
It is a long time alternative to Microsoft Exchange and it can be used well in
several corporate scenarios.

There are some other options, but I think no one of them have a community
version right now.

Re: lottery after changing char's name
Note #18106
posted on Bugs
Friday, October 5, 2018 @ 12:43
Reply to: Note 18105 posted by Chnigujiguji

does it mean that your current name is a bug? :)

Re: No diversity in epic times ++++
Note #27664
posted on General
Sunday, September 30, 2018 @ 13:15
Reply to: Note 27662 posted by Pumpkin

I can use some of my time during the week to try to handle it. The ideal mud
time for me is between 11:30 and 13:00 on THU/TUE. I can talk with the other
run leaders and try to adequate a run during this time.

Remember that we're talking about inferno and genie. Both runs need 16-20 full
prepared T9s to be able to finish it, depending on a lot of factors. I can lead
it during these hours, but people need to understand that I won't TRY inferno
if I don't feel we can finish it and block a night run. Genie is easier since
we can't go past the maze if we don't have numbers and it is reset easily.

Re: Brilliant Ideas for the Betterment of Aard +
Note #40472
posted on Ideas
Monday, September 24, 2018 @ 08:15
Reply to: Note 40471 posted by Starling

Please stop feeding the troll(s)

Re: Scribing (and Brewing?)
Note #40435
posted on Ideas
Wednesday, September 19, 2018 @ 11:53
Reply to: Note 40434 posted by Crowley

I did several tests on it in the past years and you're right for 3x, but 4x is
about 22%. It is not a big difference, but still a difference.

Your proposal to change is the same what we currently have as Enchanter (Oracle
for Brew) - 80% per 3x and 51% per 4x.

I don't remember if there is any difference per spell level (never did lots of
scrolls for other spells, so I don't have a real sample rate).

I agree with the point that spellcasting classes should have a natural bonus to
the skill, even if it small. Currently it is tied only to the stats, while we
could use a small bonus if you're mage/psi/cleric.

Re: Alliances
Note #40268
posted on Ideas
Monday, August 20, 2018 @ 13:11
Reply to: Note 40264 posted by Castiel

IMO clans are useless these days. Not only Raid, but PK is dead - it is a
constant complaint about how X can't kill Y alone or how ganks are unfair or
so. Clans nowadays barely keep their themes and these days are an extension to
the flist.

said that, you remove the purpose of your friend list and this being a game
with social features, unless the idea is to recruit everyone you like inside
the clan. :P

remove the association between clans to PK and let OPK rule who can be targeted
or not.

Re: sorcerer and navigator ++++
Note #40242
posted on Ideas
Sunday, August 5, 2018 @ 22:10
Reply to: Note 40240 posted by Rauru

I am starting to think the problem here is interpretation and math! :P

from help detail-timeshifting

You have one chance per PULSE, so you have 8 chances to reduce the time for the
other action. Desolation doesn't have lag, it's just one hit per turn. There
was a long discution in the past here with the issues of timeshifting letting
navi hits 3 desolation per turn before while people thought navi was op and

What was proven is: it is more than rare these turns, but if you do the same
sample for both tests (ran for 300-600 seconds, for example) you'll notice that
the numbers go close or a bit higher than 2 hits per turn. if Lasher changed it
later, I didn't paid attention but it used to be possible,

You have a good point here with: if power projection hits the extra hit more
than timeshift hits, or power projection should be nerfed or timeshift updated
to hit more often. The balance here would be achieved with navi hitting more
times to balance the damage.

This is the kind of situation that makes a lot of classes (talking about
primary classes) unused because you can't compare the speed.

Last here: as tymme said, even your test values can't be proper evaluated
because punch mobs have different mechanics and lots of skills doesn't work on
them the way it does in other mobs. Maybe we are evaluating one of those cases.

Re: sorcerer and navigator ++
Note #40239
posted on Ideas
Sunday, August 5, 2018 @ 20:55
Reply to: Note 40236 posted by Rauru

Spear of odin (Dps test):
9,014.0 dmg/second (6,356/hit - 888 hits - 5,644,588 dmg)
Desolation (Dps test):
8,651.0 dmg/second (5,517/hit - 807 hits - 4,452,536 dmg)

I did, and I sustain my point - the idea behind timeshift is that your next
action will occur without lag (sometimes you get even 3 rounds without lag). So
while a sorcerer casts one spell, a navigator should cast two/three.

What it doesn't make sense in your data collection is how you're hitting less
with a navigator compared to a sorcerer. To have a consistent test for it, you
should compare based on time and not on damage (i.e. after 5 minutes how many
hits a navigator did and how many a sorcerer did).

Said that:

1) I agree with you, Power Projection shouldn't have cooldown with max stats
(or any other skill like that);

2) Without the hits/second I can't agree with desolation changes. What I agree
is that we should/could have the pupping classes have a consistent damage
output. This would remove the "broken classes" where people shift towards one
or other because it is faster;

3) With my previous line, pwar isn't op... it is broken. :P

Been a while since I started advocating to have three subclasses: one for
lvl/pup, one for pvp and one for utility (enchanting, portals and goes on). If
we can start dividing the classes like that, it is easier to balance the
damage/skills and truly make a system where people would choose a class because
your gamestyle preferences.

Re: sorcerer and navigator
Note #40235
posted on Ideas
Sunday, August 5, 2018 @ 20:20
Reply to: Note 40234 posted by Rauru

You forgot a basic thing here - desolation is expected to hit way more than
spear thanks to timeshifting. That's why Desolation have a lower damage output
than others.

Note #49160
posted on Forsale
Sunday, August 5, 2018 @ 11:54
| Keywords   : rank4 genie turban head                            |
| Name       : ~~Genie's Turban~~                                 |
| Id         : 2000355281                                         |
| Type       : Armor                     Level  :   211           |
| Worth      : 7,000                     Weight :     0           |
| Wearable   : head                                               |
| Score      : 0                                                  |
| Material   : cloth                                              |
| Flags      : invis, magic, nosell, held, burn-proof, nolocate,  |
|            : heroonly, V3                                       |
| Owned By   : Koala                                              |
| Stat Mods  : Hit roll     : +50      Damage roll  : +50         |
|              Moves        : +450                                |
| Resist Mods: All physical : +45      All magic    : +45         |
150M + Reown
Re: Titan Epic +
Note #40074
posted on Ideas
Tuesday, June 26, 2018 @ 18:25
Reply to: Note 40073 posted by Mondaine

Interesting thing that you mentioned here, but I need to add my two cents here
and keep going with the brainstorm.

Grakkr changes: the aura change is based on aard rng, so we can't do much about
it without writing our own rng stuff. The idea of damaging the group and/or
heal mob is nice and it's good to keep it from being exploited with idlers (we
still have) :P

Durthar: I had groups that restarted with him being the last one. I don't
believe that we can find a way to make it more interesting without breaking it.
To make it translocate more it would be much harder. I got an idea to make it
interesting, but I don't think the change worth the time for the current state
of the epic. Maybe on Terra-3!!!

Rograg: The real problem with this one is a bit different, and more related
with the I/M return for SHs. I told Red to change it when we were
building/testing but we didn't think that would worth it.

About HP: all mobs have the same base HP assumption - to spend a medium time of
10-20 minutes per boss. WHEN we built it, it was normal to see about 40 minutes
runs, but with specialized I/M the time reduced a lot. There is not much to do
here without removing people without I/M from the equation (hint: won't

Last, there isn't any chance to put epic rewards in Terra without rewriting it

Just to end the message: every epic suffers with the same - people don't want
to pay enough attention while doing it and if it takes too much time, people
don't go. Terra/Titan have the advantage of being mini-epics. The premise
behind mini-epics are enhanced difficulty (to go with 5-6 players) and small
times. As Lasher said more than once, I'm also ok with an area/epic dying with
time if people doesn't want to run it anymore. I am just against people not
running it because they want fast rewards and not spend time doing it.
Re: Calling all Pokemon Go players.
Note #511
posted on Misc
Tuesday, June 26, 2018 @ 07:27
Reply to: Note 508 posted by Rumour

Added you too!

My Trainer Code is: 6865 0859 5492

Re: Being able to change weapon materials
Note #40049
posted on Ideas
Thursday, June 21, 2018 @ 13:50
Reply to: Note 40048 posted by Bason

I know that some areas have weapons been loaded with huge bonuses now and they
can be better than aardweapons in some levels, but it is a designer choice to
make them from a different material. Some areas even came after Blacksmith
class kicked in, so builders chose to not make them from metal.

There is a balance here that you need to consider: if you want to reap the
forge benefit, you should stick with regular metal weapons or stick with the
huge bonuses weapons and lose the forge benefits.

ifilter new option - buyout
Note #39923
posted on Ideas
Sunday, June 3, 2018 @ 10:52
I just noticed that we miss a buyout option. It would be nice to list only the
items that have a buyout set (instead of looking through and searching for an

Re: Change how following outside groups work
Note #39918
posted on Ideas
Saturday, June 2, 2018 @ 13:31
Reply to: Note 39917 posted by Crowley

You know, IRL this is called stalking!

Re: Nerf Request
Note #39847
posted on Ideas
Saturday, May 26, 2018 @ 19:01
Reply to: Note 39846 posted by Unforgiven

Again, nothing this is true. The bomb doesn't do it and it doesn't speed up the
pups. Also, the idea behind the AQs is that they are hard and obscure - you
need to follow the hints. There isn't nothing impossible there, just need to
follow the clues.

Last, you need to consider that people who invest lots of time pupping are
paying with their RL time to accomplish it. If you think that people who didn't
put any effort into pupping have the same conditions that people who spent
hours of their lives doing it. Probably an idle clicker is a best option for
these gamers.

Re: Nerf Request +++++++
Note #39841
posted on Ideas
Saturday, May 26, 2018 @ 15:50
Reply to: Note 39840 posted by Quadrapus

I didn't noticed that the last one isn't this one. Also I affirm that it
doesn't exist. :)

Also, why shouldn't paste something (even if it's an olist thing) if it doesn't
exist? There is a line to practical pranks?

DISCLAIMER: I am not saying that Titan doesn't have still undiscovered secrets
as no one found the solve to the AQs in the area. I'm just affirming that the
item that is pasted in this note isn't the reward and, if I remember well, this
vnum doesn't even exist! :)

Re: Nerf Request ++++++++
Note #39839
posted on Ideas
Saturday, May 26, 2018 @ 15:25
Reply to: Note 39838 posted by Tymme


Titan follows all the rules and got approved by the builder's builder on repops
and such. Some things aren't 100% written because the rules doesn't foresee
areas with higher density and such. Titan was made with big groups on mind,
since we (still) don't have enough SH areas to accomodate the entire t9

Also, the bomb isn't the problem here - To build the bomb you take time and you
need components from another area. As muzmuz pointed out, it doesn't speed up
if you compare pupping nonstop in the same area while it can disrupt the (still
hidden) AQ if we disable.

People are complaining a lot here and what I really want to hear from this is:
which is the time that each one of you think it's a good time for pupping solo?
People complain a lot about people pupping to fast and such, but what is fast
or not? There is a time set for that? And if you invest tons of time and
resources on Instinct and Mastery, should you be penalized for that (since
you're going to pup much faster)?
Icecool posted a note in which he doesn't have any idea of what's the real
reason for the bomb to exist. Of course it can be used to damage all the mobs
and think that it speeds up pups, but he never tried (afaik) to figure out why
the bomb exist. As pumpkin said, you need terra itens to build the bomb, which
makes you "lose time" and go to terra and pup there to make it possible.

Stop complaining about the area, the builders or even the players that each one
of you thinks that are bots, pups too fast or such and start a discussion about
what each one of you think about the real speed that a pup should take.
Consider after what would be the impact that will happen when you raise your
damage to 30, 40, 50 per cent with I/M.

Last, defending players that pup in Titan - they invested a lot of time and
resources (and even rebuilt) to inject Instinct in Protection Good, Sanctuary
and Dodge to make it possible. Try to go there solo without it and see if it's
possible to survive for a long time.

Titan is an end game area, built to be used in groups and kill members while
you're travel through it. Not everyone have 100 points in each of the instinct
that i mentioned and those who have still die while pupping solo (or even in

Re: Nerf Request ++++++
Note #39837
posted on Ideas
Saturday, May 26, 2018 @ 14:59
Reply to: Note 39835 posted by Quadrapus

Funny thing is - this item doesn't exist!

Any imm can confirm that :)

Re: Nerf Request ++++
Note #39820
posted on Ideas
Saturday, May 26, 2018 @ 03:44
Reply to: Note 39816 posted by Castiel

I've been quiet during the entire discussion, but now you touched on my name
and with a serious accusation which is to share secret information of building
to any peers. There was people banned in the past because of it and I'm one of
the players that advocate for serious punishment for this kind of behaviour.

Unfortunately for you I didn't took part of the building of the 3 AQs that
exist in the area and, believe me or not, I don't even have the faintest idea
of how to get the bomb outside to need itens from another area. I know WHERE it
leads, but now how it works.

The proof is based on the building process, where the builder's builder helped
us all the time and he knows that the part that I helped doing was a) editing
mobs/itens, b) writing progs for the epic and c) helping the area balance. I
don't even know if the AQs were generated before or after the part i worked.

Also, I think you're undervaluating people here who spent months trying to
decipher the AQs and sharing info between them. Maybe you're not interested on
it, maybe you're not part of any of these groups but they are public and people
worked a lot. OF COURSE people tried to ask me (as I believe that tried with
Redryn too) but we never shared any kind of info or hints.

Talking about a nerf, there is an easy solution: don't know how hard it would
be, but we can set a real limit on how the bomb works and maybe even turn all
mobs affected to have noexp when the bomb explodes (I don't like this idea
because it can be done to drive people out of the area). There is a specific
mechanic tied to the bomb and it shouldn't be disabled (see, now I gave a hint)
but there are alternatives. My fear is that everything that we can do can be
used to drive people out or turn a part of the AQ too easy when people discover
how it works.

People are using the bomb solely for "speeding" up pups and they ignore the
other effects that it returns. You're all looking to the wrong side right now,
but it makes sense.

Also, just remember that even if it's a high standards area (it was made to be
deadly), we can't really push the damage/hp up everytime people invest more in
I/M since we'll exclude all the players that still don't have access to high
values of several instincts and higher damage output with instinct.

People still die there all the time (much more than Icefall, which appears to
be impossible to kill anyone these days). Again, you're looking to the wrong
side of the picture.

Re: "Rebuild Trains". +
Note #39752
posted on Ideas
Saturday, May 19, 2018 @ 16:38
Reply to: Note 39751 posted by Vilgan

(This is my opinion, so I'm not assuming anything else - If I miss something in
this note, try to present what's missing and not just shut it down :))

To consider something gamebreaking these days you need to consider 3 things:

1) Speed of collecting QPs.
2) Speed of collecting gold
3) Speed of collecting trains

1) As Vilgan said, it is faster to collect qps while on a redo than sitting at
SH. Of course SHs have other ways to collect QPs (like selling epic gear and
such), but it isn't as fast as doing multiple CPs/GQs during the redo. QPs
(IMO) are well balanced since there isn't any way to truly speed up your speed
to collect them (CP limit on a redo and, if you speed up through a redo, you
won't collect enough QPs).

2) There are lots of ways to get gold in the game, but you only get enough gold
for Mastery and Instinct doing a lot of pups or selling high desirable itens
(red itens, aarcheology in some cases and the rare cases of epic gear still
being sold for gold). If you redo, you have the chance to gain QPs and lose in
gold. It is well balanced.

3) To consider trains, you need to think at the speed people pup. Even
considering that, you have to remember that a pup always take 1kxp to occur,
while the tnl raises during a redo. You can argue that it is easier to kill
330xp mobs while you're lvling, but it is way easier to die in low levels and
such. You can't sustain a good speed during these low levels (if you're
speeding through the levels).

Now a small piece of data that I collected through the last tiers - While I was
Soldier (entire T7), my average trains gained was 5.37 and during T8 it fell to
3.18. So during a redo we are talking about 7555,59/4474,26 trains gained
through all levels. After a while, we are talking about having 4 instinct
points per redo (if you have enough gold saved for it).

The only argument that I can see as valid is that you redo to achieve something
else - not gain trains - so you shouldn't receive this bonus at the end. Even
so, I don't think that it would cause any kind of gap to enable it (even if
it's an automated process).

Re: "Rebuild Trains". +++
Note #39734
posted on Ideas
Thursday, May 17, 2018 @ 22:08
Reply to: Note 39733 posted by Daresia

Sorry, bad day today here trying to save an employee from a mad wife... My head
is still spinning!

I'm for the idea too - I don't see any possible major loopholes.

Re: "Rebuild Trains". +
Note #39732
posted on Ideas
Thursday, May 17, 2018 @ 21:54
Reply to: Note 39731 posted by Daresia


you only get back your saved stats when you SH. If you rebuild at 200 and SH
later, you'll get everything (unless i'm reading something wrong at the
helpfiles, never paid too much attention to it).

1-2k trains won't break the balance at all because you're always going to get
more trains pupping than investing on a redo (last morts are 3ktnl) and it will
be enough to 2-1 points in the end (and you still need the gold, which you
won't get from redoing).

TL;DR even if we find a loophole, there isn't any way to gain lots of trains
from it - if you rebuild at 201, you'll lose your stats and no one pups without

Re: Sister Rose, DSR
Note #16574
posted on Typos
Monday, May 14, 2018 @ 16:50
Reply to: Note 16572 posted by Tymme

A quote isn't a problem for copyright. The problem is when you create an entire
area based on the same theme.

This falls in the same category of you using a pun from a movie/song on daily
basis. Nothing serious.

Re: MUSHclient in Windows 10 with custom styles?
Note #7669
posted on Tech
Thursday, May 10, 2018 @ 20:51
Reply to: Note 7668 posted by Fiendish

Yes, it is... I changed some times here and the mush window never changed.

I believe mush use the old windows window model, which doesn't have support for
themes (pre windows 7 if I remember well). I think this is the only way to have
this Windows classic look 'n' feel.

Duplicated Social
Note #17950
posted on Bugs
Wednesday, May 9, 2018 @ 10:42
Apparently Gir and Sgir are the same social. The only difference I noticed is
that one of them have the creator and the other not.

Re: Inferno Sunday 8pm +++
Note #2852
posted on Epics
Sunday, May 6, 2018 @ 18:48
Reply to: Note 2851 posted by Mcgregor

You sure doesn't have nothing better to complain, right? I always teached
anyone who wanted to know how to lead inferno, as other leaders often teach the
epics too. There are a good number of players that know how to lead each one of
them, but none of them ever step up and tried to lead any run.

All epics are straightforward. Inferno have two things to learn (runes and best
path on battlefield), but the others you can figure just looking what's
happening. When you call low quality teachers, I call people who doesn't want
to learn.

Also, I used to run a website with info on all three epics (there wasn't Winds
back in the day) that I only removed because one Imm hinted me that it wasn't a
good thing to keep it up and running. The inferno guide was written by Yowza,
Mercutio wrote the Genie's guide (I think) and Icefall was Thunderax or someone
else. All of them came to the website after the creators posted the public
messages on general.
So if you want to learn it, I can teach you anytime (all four epics - Oradrin,
Inferno, Icefall or Genie). Let's see if someone else find any excuse to say
that we only run epics during US times. I am sure that no epic will run in
another time just because there is not enough players to run it (except for
Icefall), but maybe i'm wrong.

Re: Inferno Sunday 8pm ++++
Note #2848
posted on Epics
Sunday, May 6, 2018 @ 13:35
Reply to: Note 2847 posted by Abelinc

Also, consider that you need a specific subset of SHs to be able to finish
inferno or genie (icefall is a joke compared, specially because you can reduce
the difficulty).

Back in the day when I led Inferno, we tried to do several runs for other
timezones and we never had more than 10 players able to do it. unless you
expect that builders must change it to reduce the difficulty, you can try as
much as you want. We had at least twice the number of current t9s and we
couldn't do runs on west time.

Epics are not meant to be fair, but to be something that people put effort into
doing it.

Re: Quest Eq +++
Note #39674
posted on Ideas
Tuesday, May 1, 2018 @ 15:46
Reply to: Note 39673 posted by Rauru

We are talking about T9 redos... If you're a newbie at t9, you have problems!

Re: Quest Eq +
Note #39672
posted on Ideas
Tuesday, May 1, 2018 @ 15:36
Reply to: Note 39671 posted by Crowley

This is a poor answer for the issue. Lasher himself already said that some past
DI are now implemented because things change. It was always like that until
something changes. :)

Personally I don't like this idea because people will be more lazy than ever,
specially now that some players are selling epic gear for qps.

Let people balance if they want to go through the hassle of a redo to sell
something for qp or not.

LVL 60 Aard weapons - 1 day to go
Note #48845
posted on Forsale
Friday, April 20, 2018 @ 12:54
 86346 Axe of Aardwolf               60    Qp           550    1   1d 00:39:15
 86347 Dagger of Aardwolf            60    Qp           547   16   1d 00:39:32

Damage and type changed

Going cheap

There's something wrong with epics. ++++
Note #27494
posted on General
Friday, April 13, 2018 @ 16:08
Reply to: Note 27493 posted by Mordist

There are some problems with this idea, which I pointed out when Icefall came
to the live port:

1) If you have one shop for all epics, people will only do the easier/faster
epic to rack points.

2) Even if you tie the rewards to specific epic points, you'll have the problem
of people dropping epics because they have all the gear.

Both points are true, we saw it happening with Icefall. People started to
repeat it because it is pretty quick and you can sell gear for a huge price.

Again, the problem isn't with the epics but the player base.

There's something wrong with epics. ++++
Note #27492
posted on General
Friday, April 13, 2018 @ 15:40
Ok, I am really having a hard time to understand the main point here. For most
epics you need two components: a leader and a team.

I've been defending personal timers for a LONG time, but people complained back
then saying that we wouldn't have leaders or enough people to run if there are
multiple groups doing it. It is easy for IF1 since you can run it with 10ppl,
but how can you do it on Inferno, IF2 and genie?

before we were able to sell/buy epic gear we noticed that the number of epic
players decreased. It was normal since people already had their sets and such
and we used to heard "why should I help after I get all the pieces"... After
the chance to sell epic gear, some people came back and started trying to do
only to get pieces to profit on it, but it is still a small percentage of SHs
that wants to do it.
You're pointing that epics are broken, but the problem aren't the epics but our
player base. Lots of people love to complain about being hard, dying too much
(good times of IF1 extreme) and taking too much time (wonderful times of IF2).
It was the same thing about raiding, where most people didn't want to commit
their time because there are no good rewards at the end or it took much time.

I really think changing all epics to a personal timer would be great, but you
won't solve nothing at all with this change since you won't get enough players
(or leaders) to run in alternate times. Pumpkin suffer sometimes to find enough
people to run IF1 during US mornings, and it is the easiest epic that we have
(I don't consider OC an epic these days).

Re: Opinion on Ernest Clines' RP1 ? +
Note #430
posted on Misc
Monday, April 2, 2018 @ 07:19
Reply to: Note 429 posted by Mordist

I have an interesting review about this movie: the movie is awesome and it
sucks at the same time! :)

It is a visual delight and the IMAX experience is a must have, considering the
number of details you need to find during almost the entire movie. Said that,
you probably need to watch it twice to find everything that you want to see
considering all references.

Why it sucks: the book have several references that was cut from the movie for
the obvious reason: IP. They did the best to match what you read in the book,
but a lot of them are missing and sometimes they did a poor choice in their
substitution (there are obvious reasons to not see Marvel references on a
Warner movie, and goes on).

Anyway, for me it worth each second in the cinema (this one is really made to
watch in the big screen).