Reply to: Note 41243 posted by Tryllus Not all current epics track completions, so the data is going to be patchy.
showing 50 most recent notes by Redryn
Reply to: Note 41207 posted by Crowley Been a long time, but I thought they don't see invis?
Reply to: Note 18251 posted by Quarana Doesn't eqsearch already indicate that an item is invis? That's also stated in the eqsearch help file.
Reply to: Note 41189 posted by Garfield Is strangle duration actually so long? That's not been my experience - maybe 1 tick or so, but please correct me if I'm mistaken. Or are you confusing strangle with the sleep spell?
Reply to: Note 41171 posted by DjVoltron Why in the world would anyone care what the total number of random instincts is? It's a pretty meaningless number compared to individual instinct amounts or total trains used
Reply to: Note 41169 posted by DjVoltron You can already use instinct check to see how much you've put into instinct.
Reply to: Note 41149 posted by Quarana The downside to having a long time-out is that it holds up the queue for everyone else (no other 10 or fewer wins gq will be called while one is ongoing). A timeout was added to prevent issues if someone decides to go afk for example. The timer (10 mins) resets every time you kill a mob, so it can actually be very long. 10 minutes should be plenty of time to find any mob - learn to use maps instead of wandering around aimlessly, and if you realise some area is particularly troublesome, take a quick break to kill an easy mob to reset the timer.
Reply to: Note 41131 posted by VeryLongName Uh, isn't that exactly what setting a pagesize does?
Reply to: Note 18210 posted by Bitties I think kflag is at the Aylorian forge, just south of the weapon forge which runto erroneously brings you to.
Reply to: Note 41082 posted by Mendaloth > The idea that you can somehow defeat scripts with complicated factors such as > mazes and randomized zones is just not true. The only thing that is possible > is to raise the bar and skill level required for those making the scripts. You're right, but I think that's the point. Unlike popular graphical games where there are millions of players and always people willing to pay money for the development of scripts, etc, Aard isn't that widely popular, and it isn't exactly the target of the proverbial bot farms that make gold (or whatever) to sell to other players for irl money. If the bar is sufficiently high, the vast majority will not have the ability or time to develop scripts for it. I believe it is possible to design minizones that are hard to script, and even then a script is not likely to give a significant advantage over a human. E.g.: a miniboss like morgak (dodge the exploding runes). Don't think a script gives a significant boost. Don't even know if anyone's even written a script for it. I should also point out that a fully automated maze-solver is illegal.
Reply to: Note 41077 posted by Vespar I think there was some work done on creating random instanced zones. That concept could translate into a temporary zone where a bunch of players compete to complete some sort of objective (find kill a mob/ find item, or something). Perhaps there could also be various "fixed" minizones within the mazes that could have similar designs or mechanics to pass - this would reward some degree of knowledge/exploration of such random zones, and which of these minizones that pop up could be randomised. Depending on what's randomised in it, it could be easy for a player who knows them to figure out, but hard for a script to do the same. Could even have minibosses that you had to defeat using certain mechanics. Could be designed with a portal entry/ portal exit after completing the minizone, and plugged into any section. Players could perhaps even design such minizones that could be added to the pool.
Reply to: Note 41059 posted by Tymme +1, I think find could be expanded to be used more generally. Maybe can unlock the keywords once the room is explored. Would also make it easier for those who don't use mappers.
I don't understand the logic behind the suggestion, at least for GQs.
The reason t9 redos had cp rewards cut is because it was possible to earn a
massive amount of qps (e.g. 3-5k a day) which was seen to break the game
balance.
GQs are not a massive source of qps since they don't occur frequently.
There is no mechanic in the game which cuts rewards after hitting a certain
total, which seems to be what you're suggesting.
What benefit does your suggestion bring?
As for CPs, I think it would at best only make sense to extend the per-day
limit to non-t9 redos, but again I don't think any total cap should be
added. It would be unfair to newer players vs older players who have done 10k+
cps without caps.
Reply to: Note 41012 posted by Zagyg Sure players get a good boost, for all of about 15 minutes maybe. Is that really a problem? And if the boost is valuable, prices for such pills will go up significantly
Reply to: Note 18195 posted by Sotura Are you in a room with a mob with a keyword that "str" would hit?
It would be cool if imm pills/triv pots/special limited pills/pots would
give a random subclass spell buff, e.g. desecration, power projection,
timeshifting, gaia, etc.
Would make them give a tangible and significant boost, as the stat bonuses
that you currently get are of limited utility to maxxed out players
Reply to: Note 18182 posted by Dillon Superheroes don't get hungry or thirsty, don't need the wish
Reply to: Note 40965 posted by Dillon The main point of awareness is to block the backstab skill, not to add resistance (which would protect against all damage).
Reply to: Note 40942 posted by Avandar I think shorter repop times + personal timers is the way to go, such as in Winds. Addresses timezone issues while not significantly increasing the number of runs. E.g. repop timer of 30 hours + 72 hour personal timer = 1-2 runs per week. In fact, ideally the repop timer could be even shorter so multiple timezones could organise runs on weekends (where most people are available). Not sure about adjusting difficulty since that needs a lot of work and extensive rewriting if the epic doesn't already permit it. I think IF1 and IF2 points should be separated, although I think it would be nice if people with lots of IF2 runs already (e.g. me) could get some of the points converted to IF2 points. Should be fairly straightforward to calculate based on #runs x 15 points.
Reply to: Note 40889 posted by Tymme As much as I would like to see this as a navigator, I think that would make it way too unfair for all other participants in a GQ. Especially since bypass typically is used on all the tedious areas like D8, Partroxis, etc.
Reply to: Note 40868 posted by Starling Justifications for punishments include, apart from rehabilitation, deterrence and prevention (and some say retribution). If the only punishment for bad conduct is to preventive in nature (i.e. preventing them from talking on channels), then there's limited to no deterrent effect. I.e. a player will just figure that the worst that happens for breaking conduct rules is they don't get channel access for a period of time. Punishments that are wider than just that have a deterrent effect, because the player will realise that breaking rules hurts them beyond just that. That's why we also have punishments like jail, freeze, or nuke. That said, I don't see an issue with a specific nochan vs gag all distinction, although I would say the liberty should remain with imms to decide whatever punishment is most appropriate. From what I've seen though, the usual nochan punishment for non-repeat rule breakers tends to be shortlived in nature, and which usually serves its purpose.
Reply to: Note 40853 posted by Androg Issue is that goals aren't set up for it. Some goals give rewards midway through (e.g. academy fundraising leaflet) and there's no way for the system to know when an item given is a 'reward', or random goal-related item. One idea raised before is to allow resets of goals on tiers (and allow collecting the reward again), not sure what happened to that.
Reply to: Note 40851 posted by Abelinc The concern I would have is that t9 redoers tend to have low tnl but very high levelling speed. If this is implemented, it could bring a whole new type of superdragging (i.e. t9 redoer drags someone, and they basically get super kill speed + almost permanent double exp from the t9 redoer). Not sure that's necessarily a good thing. Also, when would the 0tnl "lock" kick in? Is it when someone is about to level out of the 15 level range? Or does it bring everyone to the same level? If the former - it would exacerbate the hyper dragging concern. If the latter, it would really mess up the usual group dynamic. Plenty of people have different tnls and don't necessarily want their levels to be locked to whoever else is in their group, especially since by definition it slows down their levelling speed.
Reply to: Note 40850 posted by Wire I've suggested before the idea of temporary stronger items. E.g. you could merge 2 rank5 into a rank6, but the item has a timer and will crumble within 1 month. To me that gives something to do (forever), while not creating power creep.
Reply to: Note 40844 posted by Impurifan Castiel already pointed to help gq rules... See also help policies6 The only exception to this teamwork is global quests. Winning a gquest is an individual accomplishment and aid on global quests has a negative impact on the other participants. It is illegal to have others repeatedly kill a gquest mob you have already killed, kill key mobs, attack a gquest mob and remove weapons, etc. Sure it's not specifically listed, but it seems obvious to me that slothing someone is just the same as the other examples listed.
Reply to: Note 40834 posted by Srykr 15 points is with the ring, 10 points is base I believe.
Reply to: Note 40797 posted by Castiel Insofar as Tram casted sloth on Wire during gq as "payback" seems to be an admission of breaking the rules... But anyway, agree with the original idea. The point of sloth was to help pk by preventing someone from getting away. If they can make it to clan/manor etc, they've already gotten away. No reason for making things unplayable until it wears off, which is mostly an issue in gqs (you can afk for a few mins otherwise). I had a random aggro mob cast it on me once, and it was hellish.
Reply to: Note 40757 posted by Tymme Please don't add rewards to the point where people feel obligated to join activities or they are "losing out" on rewards. My reasons for not playing stuff - Blackjack/Slots - it's just basic gambling with statistical loss, Poker - it's gambling + I don't know how to play well Mafia - party game, not something I'd play over and over again, and more fun IRL tbh, when you can try to read people's expressions etc. Laser - Scripts give huge advantage. The above also aren't quite in line with the Aard game mechanics, i.e. an RPG / hacknslash. They're minigames, not the focus of the mud. Wars - the participation rate is low, and the outcome of most wars is predetermined (i.e. based on participants' stats, you know who will win). It could be vastly improved with randomised team wars. Have suggested this ad nauseam. Randomised teams would mean people have a more or less 50:50 chance of winning, even if teams are imbalanced. Odds get closer and closer the larger the teams get. I think laser could be reworked into some sort of arena mini-game where character stats don't matter as much, and ideally can't be scripted. Possibly add some delay/lag to movement, and have make it possible to dodge shots? I've seen various minigame series that are mods of other popular games, where there are a bunch of randomised minigames that players will do (e.g. Uther Party in Warcraft 3, that I can think of offhand). One game which would probably translate well to aard would be bomberman maybe? The classic NES tanks game too I suppose.
Reply to: Note 16831 posted by Irmie I think the @@ is supposed to represent the head of a mace.
Reply to: Note 40707 posted by Gilduran 45 level difference is insane, maybe 2 or 3 levels a tier would make sense.
Reply to: Note 40690 posted by Icarus Since when is disarm a very useful pvp skill?
Reply to: Note 40684 posted by Icarus > I propose the affect from the Bracers of Iron Grip be changed from NoDisarm, which > completely voids a very useful PVP skill, Since when is iron grip a very useful pvp skill?
Reply to: Note 40676 posted by Tymme I believe this has been rejected before because allies aren't consistent (like flist). Someone who replies to you might have their message sent to someone not your Ally.
Reply to: Note 16799 posted by Abelinc > But a spell doesn't know how many words are in TWO of its positional > parameters, making the need for single-quotes required to know when one > argument ends and another starts. It could be rewritten to be slightly > smarter which would eliminate this particular issue, in that the third > (optional) argument of the target is always the last. You mean this? I believe the point of Zoot's note is that she never understood why quotes are needed for spell targets, your response was that this was because casting has 2 parameters, to which I responded to say that it's not really an answer, because cast always assumes the first parameter is a single word anyway.
Reply to: Note 16796 posted by Abelinc > For spells, it's much more difficult: > 1) First word is cast > 2) Second and maybe third words are spell > 3) What I'm acting on may start at the third or fourth words, > and may go farther out than that Except even for spells, the third word is always considered to be the target, unless the spell name is in quotes. E.g.: c indestructible aura -> They aren't here. Since it already assumes any multi-word spellname will be in quotes, there is no reason not to treat any subsequent words as target.
Reply to: Note 553 posted by Abelinc Not every lottery bet is statistically loss making. Especially with rollover of prize monies, sometimes you have a statistical positive expected value. See e.g. the story of Jerry Selbee.
Reply to: Note 40625 posted by Thridi Clan potions are already 'static' flagged, so it doesn't save the individual item data
Reply to: Note 40619 posted by Fiendish I thought since we moved to v3, the old 'vnums' are no longer relevant, and there are virtually unlimited item keys possible. I don't think it makes a difference to storage either...
Reply to: Note 40589 posted by Uuna To clarify, friend makes the mule account, so it's not multiplaying
Reply to: Note 40586 posted by Mordist (1) I didn't suggest removing item limits altogether (i.e. unlimited capacity), so the amount you'd end up carrying is the same as now; (2) I don't think the change would increase hoarding. People already deal with the limits by just asking a friend to hold on to their stuff (whether on their main char or by making a mule account to hold it).
Could item limits be changed to either (1) a fixed limit, or (2) based on
saved SH stats?
Currently, if you have maxxed stats at SH (and presumably high str), when you
remort or redo, you lose about 400-500 item slots, and it's a huge hassle
trying to clear up inventory space in order to do so. I'm not sure what this
really adds to the game.
Reply to: Note 40568 posted by Zoot I quite like this idea. It's been ages since I've gone to a low level area for any reason.
Reply to: Note 16765 posted by Redryn Actually, http://www.aardwolf.com/mud-features.html should be checked and updated (or removed if too much hassle maybe). - Classes doesn't refer to subclass system - Spells and skills list not updated - Clan list not updated - Tier bonuses not up to date Or maybe link to the wiki instead.
http://www.aardwolf.com/fstats.html
Still refers to the old stat system with max of 350 + 150.
Reply to: Note 40543 posted by Fiendish Sounds like a terra boss mob.
For some reason the Aylor pclass warrior training room became unexplored for
me, which is rather a pain since I don't really want to classchange into pwar
just for the explore...
Reply to: Note 18097 posted by Throxx I just went to get a thorn, it was lvl 110. Maybe you're using the wrong thorns.
Reply to: Note 18095 posted by Throxx Thorn is lv 110?
Reply to: Note 40517 posted by Nid You can already go fishing in Sen'narre or Nalondir. Doesn't seem like a popular feature.
Reply to: Note 16756 posted by Sammael Not a typo, it has "girl". Being a descriptor isn't a reason to add as keyword.