Reply to: Note 38233 posted by Flak Is this meant to be a pk skill, i.e. it would only block players you are able to PK? Also, how would you be expected to counter anyone who's using it in a manner hostile to you? E.g. if someone was flanking your exit, you could theoretically kill them. But if you're not able to get into the room, i'm not sure how the mechanics would work for killing them.
showing 50 most recent notes by Redryn
Re: New skill -- Barricade
Monday, December 4, 2017 @ 03:14
Re: Remove Hardcore kills from PK total kills. +
Wednesday, November 29, 2017 @ 00:14
Reply to: Note 38218 posted by Crowley I disagree, major part of PK here is finding and catching your targets. It's not easy at all trying to pk someone who's smart about being hardcore.
Re: Winds of Fate +++
Monday, November 27, 2017 @ 21:58
Reply to: Note 38209 posted by Trachx I think my view on difficulty is more related to the difficult of killing the mobs, not so much the time it takes to finish. To be fair it looks like I'm in the minority here, so I guess no changes should be made. Re: the mendaloth's collector statistical point, I don't think that applies because I believe you can trade cards? 256 runs before completing means you will also have 200 duplicates (or triplicates) before then. It also means that in all likelihood, someone else will have a duplicate of what you're lacking. So I imagine people will quickly start swapping/trading cards, and on average you should be able to finish within 56 runs (maybe a few more depending on the number of players who are running it).
Re: Purchase-only Social/emotes/smotes +++
Monday, November 27, 2017 @ 21:54
Reply to: Note 38207 posted by Vost I think the difference in EA's game is that you can't play a character unless you pay for it? That would be like saying some subclasses are only chooseable if you donate for it. Not quite the same if the reward here is purely cosmetic and you don't /need/ it for anything. It's kinda like the infamous team fortress hats I guess. And you can't say a game is pay2win if all you get when you pay is some social to insult someone in multiple lines...
Winds of Fate
Monday, November 27, 2017 @ 02:15
I think the difficulty of the area should be reviewed. The helpfile suggests it was meant to be 'extremely difficult', and required groups of 8-10, but it can be completed by players solo (and you don't have to be super buff). Not sure what the exact rewards are either, but I believe there's rank5 eq at the end after getting 56 cards? If so, it would be expected to be completed after 56 runs, which seems significantly easier than any other obtainable rank5 eq in the game. Maybe rank3-4 eq would make sense if the difficulty is kept as is, with some form of repeatable rewards for runs thereafter (500 trains maybe given it has a time limit?) Hope this can be considered before anyone 'finishes' it!
Re: winds notes ++
Sunday, November 26, 2017 @ 01:06
Reply to: Note 16363 posted by Abelinc Not sure what is being used in the mprog, but linebreaks should be \n\r I believe
Re: winds notes
Saturday, November 25, 2017 @ 22:42
Reply to: Note 16359 posted by Zoot The additional | at the end can be resolved by adding another line break at the end of note - that will put it on the next line.
Re: Knossos issue +++
Saturday, November 25, 2017 @ 22:18
Reply to: Note 17629 posted by Guinness Thematically, IMO it should accept the passport... it's exactly what it's looking for? Could it be tweaked so it returns the passport to you?
Re: allow for tpenchant on graduation medal +++
Tuesday, November 21, 2017 @ 07:26
Reply to: Note 38167 posted by Ylar Technically there are 4 medal slots, and I believe there's 5 medal items in existence, so it /could/ be replaced... (of course the fifth is exceedingly rare). But I still don't get it, why should best in slot or only in slot be tpenchantable? It seems like a non sequitur to me.
Re: allow for tpenchant on graduation medal +
Monday, November 20, 2017 @ 20:33
Reply to: Note 38161 posted by Ylar It's free stats, not sure why you're "stuck" with it. You could wear something else in place of it if you had anything better...
Re: Public Groups Joinable +++
Monday, November 20, 2017 @ 02:01
Reply to: Note 38154 posted by Kash Sure, but again, you'd want some modicum of control... E.g. Icefall runs are often done on hard now, which means you don't want your group size exceeding 30. If people can just join whenever, that could also mess things up.
Re: Public Groups Joinable ++
Monday, November 20, 2017 @ 01:47
Reply to: Note 38151 posted by Kash I'm not sure that allowing anyone to join your group without control over it would be popular... Especially since groups are public by default, and most people wouldn't want any random person from just joining. Could be abused too, e.g. OPK where status shows up to only group members, if you're stalking someone and see they're in a group, join, where, run to them then leave group and kill them. Given there's already code for tracking invites to recipients of the invites, I don't think it's too complex to do the inverse. As for AFK leaders, perhaps it might be useful for public groups to have some sort of 'vote' function, where you could change the leadership if majority of the group votes for it. That seems pretty common in other things elsewhere.
Re: math help / odds. +
Monday, November 20, 2017 @ 00:01
Reply to: Note 27355 posted by Maokai If you're looking at the chance of succeeding n times in a row, then it's indeed P^n. E.g. 50%^3 for the chance of flipping a coin and getting heads three times in a row. It gets more complicated if you want to know the chance of succeeding at least n times out of x, or so on, if you were thinking of something else.
Re: Public Groups Joinable
Sunday, November 19, 2017 @ 21:40
Reply to: Note 38147 posted by Kash Instead of being automatically joinable, perhaps allow players to request to join, and the leader can simply accept? That seems to be more useful, especially when forming epic groups where you have to advertise and ask people to send you a tell, then when you get a tell you send them an invite (or ask whoever is currently leader to send an invite) and then they accept the invite.
Re: Buying Donations +++++
Tuesday, November 14, 2017 @ 01:20
Reply to: Note 38122 posted by Pumpkin Donations for epic eq, apart from IF2, is simply a short cut. Anyone can still get the eq without having to donate. It just takes time and effort. Allowing people to sell epic eq actually supports that, because people who have otherwise completed epics are incentivised to continue running it, and thereby creates the pool of players needed to actually complete it. If buying of epic eq is a problem, I don't think it's too late to set them back to no-reown. However, there would need to be something to incentivise people who have 'completed' epics to keep running, maybe some sort of salvaging system where you can sacrifice ranked eq for something.
Re: Epic rewards rant
Monday, November 13, 2017 @ 06:46
Reply to: Note 38100 posted by Nuanse I'm not aware of epic runs where beginners have been turned down from joining, is that even happening? The only issue I see is with IF2 - because people can only run IF1 and those who have sufficient run count can buy IF2 items because of the shared points. Also people don't seem to be interested in running IF2 (I suppose if you already have the items, there's no point in running IF2 vs IF1), which prevents others from getting their run count.
Pray for absolution / pray for damnation
Tuesday, November 7, 2017 @ 03:14
Following from typos note 16303 - 16305, it seems pray for absolution is also buggy From align of 0 -> +2500 = 62,500 gold, but from -1 -> +2500 = 72,525, an additional 10k gold.
Re: pray for damnation ++
Tuesday, November 7, 2017 @ 03:09
Reply to: Note 16305 posted by Guinness Seems like the way the spell is functioning is a little buggy If you change from 0 to -2500, it costs 7500 hp If you change from 1 to -2500, it costs 12,503 hp (+5000 for some reason?)
Re: Rank for Hardcore
Sunday, November 5, 2017 @ 02:34
Reply to: Note 38085 posted by Roume If added, would also suggest having average of HC levels/ report, you could otherwise add up a lot just by doing 5-10 but many reports
Re: Icefall Trap Rooms - No lag spam +
Wednesday, November 1, 2017 @ 09:55
Reply to: Note 38076 posted by Pumpkin Flee already has 0.125 sec command lag, so if they were spamming it 10 times that would take 1.25 seconds already?
Re: DONT sell anything to Mcgregor +
Wednesday, November 1, 2017 @ 06:42
Reply to: Note 48063 posted by Muzmuz It seems pretty obvious that there is 1: agreement to buy the item for 5k qp, and 2: agreement to effect that payment through rauc. The issues regarding agreement 2 do not discharge the obligations under agreement 1. E.g. if you agree to buy a car for 5k and payment by cheque, the seller transfers the car to you and you give a cheque, and for whatever reason the bank screws up and transfers 5k from the wrong bank account (random third party), then the bank undoes the erroneous transfer and refunds the third party, obviously the buyer is still on the hook for 5k. You don't get a car for free. I assume mcg is being cheeky and will be sorting out payment, but do let us know if he's actually refusing to honour the agreement.
Re: Adaldar / An elvish priest. ++
Tuesday, October 31, 2017 @ 09:14
Reply to: Note 16297 posted by Starling Keyword requirements are only to include at least a word from the name and room name each. There's no requirement to have every significant word from the name as a keyword. In fact, I would point out that rule is probably intentional that way, to make it harder for scripts such as S&D to figure out the keywords of a mob and obviate the need for human interaction.
Re: Icefall - King of the Mountain +
Monday, October 30, 2017 @ 05:43
Reply to: Note 38068 posted by Zhalut I can see the general logic, but I think the rewards should be reduced significantly - it would be too easy to simply have a massive group all flag up together and run icefall for 20m during double. I think a king of the hill type event would have to be done carefully to try and balance everything as much as possible, to avoid situations where a group of strong players can simply band together and get rewards for free
Inferno rank3 ear FS
Thursday, October 26, 2017 @ 01:31
+-----------------------------------------------------------------+ | Keywords : Demons Shriveled Eye Rank3Ear | | Name : a Demon's Shriveled Eye | | Id : 1870968469 | | Type : Armor Level : 211 | | Worth : 3,000 Weight : 4 | | Wearable : ear | | Score : 450 | | Material : flesh | | Flags : invis, magic, nosell, held, burn-proof, nolocate, | | : heroonly, V3 | | Owned By : Redryn | | Found at : Journey to the Inferno | +-----------------------------------------------------------------+ | Stat Mods : Damage roll : +30 Hit roll : +4 | | Strength : +7 Intelligence : +7 | | Dexterity : +7 Constitution : +7 | | Hit points : +200 | +-----------------------------------------------------------------+ | Resist Mods: All physical : +20 All magic : +20 | +-----------------------------------------------------------------+ Send tells or notes, highest bid (minimum 100m) in a week gets it. Buyer pays reown.
Re: T0 GQ +
Tuesday, October 24, 2017 @ 11:49
Reply to: Note 38047 posted by Liber > But a 10-100 wins (or whatever) all-tiers gquests cycle addresses no issue at > all. Who exactly is it addressed to? Players that went through the 10 gquests > and decided the other cycles are too much competition? The answer is: > that would allow the players that want to keep taking part in gquests, > after those 10 'newbie' gquests, to do so without having to overcome the > tier power-gap. (substitute tier with experience)
Re: OPK Restrictions for New Players +++++
Saturday, October 21, 2017 @ 22:47
Reply to: Note 38031 posted by Ixle I don't see a need to protect them at all. They opted into it, and there are plenty of warnings. There's no tangible loss on dying. If they get triggered on being pked, they're not going to stick around long term anyway...
Re: OPK system balance regarding tiered players +
Wednesday, October 4, 2017 @ 23:45
Reply to: Note 37994 posted by Gorsk Applying the CD on opting out probably wasn't done because that allows for people to stay nopk, then if they see someone tiny opt in, kill them, opt out, and have no fear of repercussions. If the concern is for new players opting in without knowing what they're getting into (and there are warnings), maybe don't apply a cooldown on the first opt-in?
Re: OPK system balance regarding tiered players +++
Wednesday, October 4, 2017 @ 04:22
Reply to: Note 37991 posted by Pwar I may stand corrected on this... but have you actually sought out and opk'd any lowtier player? The problem with tier caps is that there aren't that many players around... if you put in caps, then a great number of players would often be running around opk with no-one who's actually able to kill them, in effect getting xp/qp for free. I don't think the system is ideal though. In an ideal world, combat would be revamped to be more skill based and the odds would be less stacked against weak players (who basically have 0 chance of winning atm). Meanwhile though, I think Wire's right... it's a game of hide and seek. The 'tagging' is where a t9 initiates combat with you and you die :p Spam check where more often, and you probably can evade them. If you need inspiration, there are players who have reached level 201 with hardcore flag on (i.e. guaranteed death if any SH ever caught them). Opk is kind of like that, except you're only at risk when someone is in range. Don't expect a 'fair' fight. Even as t9, there are plenty of t9s who stand 0 chance of killing a particular other t9.
Re: Weapon damtype mastery ++++++
Friday, September 29, 2017 @ 01:48
Reply to: Note 37974 posted by Bhengis Given the significant impact of mastery, it's not really possible to "try out" a new class without also changing weapon damage... People want to know if a different class is good, and they won't really know until they commit to it and change their damtypes. If a 'mastery' damtype isn't possible, how about an option to change all weapons in inventory with a particular damtype to another? It could be a reasonable fixed fee (say 10 - 20 tps)
Re: Weapon damtype mastery
Thursday, September 28, 2017 @ 23:42
Reply to: Note 37966 posted by Bhengis I think this is a good idea, though there ought to be some sort of tie-breaker factor if you have two masteries at the same amount (maybe alphabetical?)
help object flags
Friday, September 15, 2017 @ 00:13
Held Makes an item no-drop. This flag can be toggled using the 'Keep' command, and will add (K) in front of the item name, read 'help keep' for more informations.
Nyne - A Strange Museum
Monday, September 11, 2017 @ 23:58
There seem to be duplicate cexits: Custom : Entering the Festival of Mayhem Name: Read flier Custom : The Center Ring of a Three Ring... Circus? Name: Tear ticket Custom : The Haunted Ticket Booth Name: Turn the crank Custom : An Unexpected Entrance Name: Rub the lamp Custom : Crazy Consignments: Dying to Serve You Name: Open the chest Custom : The World Between Worlds Name: Look into crystal Custom : The Haunted Ticket Booth Name: Turn crank Custom : An Unexpected Entrance Name: Rub lamp Custom : Crazy Consignments: Dying to Serve You Name: Open chest Custom : The World Between Worlds Name: Look crystal Insofar as these are just alternate commands for the cexits, they should be listed as an alternate in the exit, rather than making a new cexit
Re: Quest equipment
Thursday, August 24, 2017 @ 09:19
Reply to: Note 37909 posted by Ursis help di-quest
Re: A magic Spouse bag +++
Tuesday, August 22, 2017 @ 08:19
Reply to: Note 37891 posted by Nuanse I'd just use it to move around raid keys, just saying.
Monday, August 21, 2017 @ 09:45
If you try to open a keyworded door, you get: You do not have a key for cell door. If you look at it, you get: The cell door is closed and locked. The locked message should probably include "the" in front of the name.
Re: Mathematical Mordist in SoH +++
Saturday, August 19, 2017 @ 14:21
Reply to: Note 16257 posted by Mordist Can the keyword be changed? It's hard enough to figure out how to target the various imms since their names aren't keywords, the general practice is to have to aim 3.good or 4.evil... which gets messed up if there's a fake evil mob in the room.
Re: Missing auction bids
Thursday, August 10, 2017 @ 07:10
Reply to: Note 17537 posted by Trurien Only the auctioner sees if his item is retained, and you only see bids if you're the auctioner or are being outbid.
Re: Topics I would like to use for Trivia questions. +
Friday, August 4, 2017 @ 03:30
Reply to: Note 27257 posted by Bamboo I'm always in favour of Aardwolf trivia (i.e. stuff that cannot be easily googled).
Re: epic eq and t0 question +++++
Saturday, July 29, 2017 @ 05:57
Reply to: Note 27250 posted by Almila You're t0, ergo, not strong. Level up more? 1 tier isn't all that hard to get through.
Re: epic eq and t0 question +++
Thursday, July 27, 2017 @ 22:44
Reply to: Note 27248 posted by Turie Ranked eq used to be higher tier, iirc rank5 was all t9 eq. This was reduced to 211 to allow lower tiers to use them as well. It might be said to be "arbitrary" why it wasn't lowered to 201, but I believe the thinking was that you should tier at least once to use such strong eq.
Re: What keeps you playing? +++
Thursday, July 27, 2017 @ 02:18
Reply to: Note 27242 posted by Fiendish > (6) is an oxymoron Why?
Re: Cankrous worm
Wednesday, July 19, 2017 @ 21:45
Reply to: Note 16237 posted by Vost I think the worm was renamed to cantankerous worm, which seems even less apt given that it isn't described or says anything... Cankerous seems to make more sense to me, given the archaic use of the term of canker worm... see http://biblehub.com/topical/c/canker-worm.htm (Or maybe it should just be canker worm)
Saturday, July 15, 2017 @ 10:29
The Dark Genie General roars in triumph Missing a period
Re: IF2 gear redux ++++++
Saturday, July 15, 2017 @ 07:05
Reply to: Note 37830 posted by Turie Maybe allow IF2 to be run without completing IF1 first?
Re: poker jackpot +
Wednesday, July 12, 2017 @ 11:42
Reply to: Note 37817 posted by Tymme Has the jackpot ever been hit?
Re: Trivia Spellup Reward in Titan
Tuesday, July 11, 2017 @ 00:48
Reply to: Note 16230 posted by Mendaloth Trivia Spellups are an item from immhomes, whether or not it's kept is inherited from the base object ... which should be kept in accordance with best practice! :p
Re: Idea: wish for qp from mobdeaths ++
Saturday, July 8, 2017 @ 09:57
Reply to: Note 37792 posted by Arcidayne > And it should be minimal, 1-3 qp per kill, I imagine. Have you looked at rank 3 anytime? For this to be anywhere near feasible it'd have to be something like 0.01 qp per kill.
Re: Academy / tells +++
Friday, July 7, 2017 @ 00:10
Reply to: Note 37781 posted by Mael > Would it be possible to have the newbie type say, but not have the answer > actually "said" to the room afterwards? Yes, but that would mean that newbies wouldn't be chat with other newbies in the room as output would all be eaten (which could be even more confusing). It might be possible to require a specific say syntax in answering, e.g. say Answer: A and eat everything that starts with Answer:, but I don't know if that's unnecessarily complicating matters.
Re: Academy / tells +
Thursday, July 6, 2017 @ 08:17
Reply to: Note 37779 posted by Ayasinda Nevertheless, the tell/say confusion does crop up fairly often. What about having a general change so that if you 'tell' a mob something when you are in the room, it will be treated as a 'say' for the purpose of triggering any say mprogs?
Re: pthief. disguise - hp. bandit & assassin +
Tuesday, July 4, 2017 @ 08:15
Reply to: Note 37769 posted by Uuna I think you need to flesh out the details for showing false hp%... How is it going to work? It can't be a fixed % or that would immediately be apparent and you might as well have no hp%, and how will it move? What happens if it drops or rises above 0 or 100%? Where should it start? If there's a fixed formula it's easy enough to reverse engineer too.