Reply to: Note 39565 posted by Wire 1. Cursed keys can be gotten rid of easily by simply relogging (And if you're saying that it's troublesome to get the keys again, maybe they're not easily obtainable?) 2. Curse flags are also play a thematic element. It can't be a particularly strong curse if you could get rid of it so easily.
showing 50 most recent notes by Redryn
Re: Punitive Gear
Sunday, April 15, 2018 @ 07:14
Re: There's something wrong with epics. +++
Thursday, April 12, 2018 @ 22:18
Reply to: Note 27484 posted by Modi It would be fairly simple to add some code to make sure that you need to be in the group at completion to get a reward. That code hasn't been added, but maybe it should
Re: Prefix in notes now prevent intentional color bleeds?
Monday, April 9, 2018 @ 12:29
Reply to: Note 17903 posted by Crowley I always understood it to be intentional, because it also stops unintentional color bleeds. Also, in all other places color bleeds are generally blocked where reported.
Re: Clan perks/points +
Thursday, March 29, 2018 @ 23:33
Reply to: Note 39513 posted by Crowley This would encourage players to join bigger clans though, and probably kill off the small ones.
Re: Campaign mobs
Tuesday, March 27, 2018 @ 08:43
Reply to: Note 39491 posted by Crowley I don't think completing the campaign is worth this. You might as well just fail the cp and take a new one.
Re: skills being removed with by dispel magic ++
Monday, March 26, 2018 @ 23:53
Reply to: Note 17855 posted by Ocho I'm not aware of any way to remove spells/skills via mprog in any event.
Re: Remove all and suicide to mobs during pk +++
Monday, March 26, 2018 @ 23:43
Reply to: Note 39477 posted by Crowley I think the more appropriate idea is that when a player is engaged in combat with both mobs and players and dies, it should always count as a pkill over a mobkill?
Re: Rank by Total XP
Saturday, March 24, 2018 @ 22:28
Reply to: Note 39446 posted by Koala +1, That way you could climb on this rank by either pupping or redoing, as opposed to rank1 which only factors redoes. I don't know if it would be more problematic to code though, since exp gained is more finicky and you'd have to track it constantly vs all the other ranks which I think are checked only every hour?
Re: Academy Fundraising Leaflets ++
Monday, March 12, 2018 @ 00:47
Reply to: Note 39365 posted by Wars If newbies were intended to get the gold then just give it to them as starting gold. I don't think there's a need to guarantee it.
Re: Crafting/combining items ++++
Saturday, March 10, 2018 @ 20:42
Reply to: Note 39356 posted by Watlok The requirement that the source be as good as the target item makes it exponential... To increase to X+5 (i.e. what you can do already with objstat) you'd need 32 items of score X. To increase to X+10 you'd need 1024 items. Assuming you need to farm a enhanced item drop to use as source (obviously storebought items wouldn't be usable), that's going to reach a practical limit.
Re: lottery warning ++++++
Friday, March 9, 2018 @ 09:40
Reply to: Note 39344 posted by Starling
Since the drawings are at a fixed time, couldn't you just write a simple timer script to fire 15 mins (or whenever) before lottery that'll check prize and say whatever you want? Doesn't seem too hard. Anyone who's interested in it can just install the plugin and be done.
WTT Winds cards
Tuesday, March 6, 2018 @ 00:03
I have: Jennie, Marc, Wojmil, Whisper I am looking for: Bonjour, Chuft, Cordelia, Dereliction, Domain, FatesDagger, Original, Rafaele Rezit, Rocky, Speedster, Linoge, Madcatz, Trez, Vanion, Zolstead. Thanks!
Closing note threads
Wednesday, February 28, 2018 @ 11:22
I think imms should have the ability to mark a note thread as 'closed', which would prevent players from using note reply on it any further. I think it would be useful in various situations, e.g. idea threads that have already been marked as dead ideas, or other note threads where nothing meaningful is being contributed.
Re: Soldier: Precision Skill in Dtrack
Sunday, February 25, 2018 @ 23:34
Reply to: Note 39286 posted by Scars As I understand it, precision gives a chance to make your swing undodgeable, (in which case dodge is not checked), so there's not really a way to find out how many extra hits you got because of precision At best you could check how many times precision fired I guess?
Re: Add Enhancements to Shop items +++
Friday, February 23, 2018 @ 23:26
Reply to: Note 39264 posted by Trurien I don't mind enhanced for aardeq, but no to normal shops. I could just spend gold and buy 1000 items and get really good eq super easily.
daily blessing cp reset token
Thursday, February 22, 2018 @ 19:41
Could we have these load without the owned/noreown flags like qreset tokens? Unless I'm missing something in disallowing their trade?
Re: Give Timeshifting to Psionicst Primary Class +
Tuesday, February 20, 2018 @ 23:50
Reply to: Note 39232 posted by Yajan Both necromancer and mentalist would become strong subclasses, though navi will likely become more lacklustre
Re: noreown flag
Tuesday, February 20, 2018 @ 21:24
Reply to: Note 39221 posted by Ixultar Noreown flag does what it's intended to do, just because epic items no longer have the flag doesn't render it redundant... E.g. tierpins? Aardeq?
Re: offhand attacks
Monday, February 19, 2018 @ 21:51
Reply to: Note 39213 posted by Gizmmo Many single sword/weapon fighting styles do not involve punching the opponent with your other hand, so not sure why this should be a default ability. Also barbarians and ninjas have this ability already.
Druid 141 raided eq
Monday, February 19, 2018 @ 00:52
84714 /|\ Druid Robes /|\ 141 Gold 1 0 6d 23:59:03 84716 /|\ Celtic Tree of Life /|\ 141 Gold 1 0 6d 23:59:04 84715 /|\ Rune @@--|<| Stone /|\ 141 Gold 1 0 6d 23:59:04 84717 /|\ Crescent )Moon( /|\ 141 Gold 1 0 6d 23:59:05 Raided druid 141 eq
Re: please give paladin shieldblock and fortitude ++
Sunday, February 18, 2018 @ 12:06
Reply to: Note 39196 posted by Dyers I would rather see new skills/abilities than moving existing ones around that are essentially a nerf or buff to a class. E.g.: Guardian: Guard - for next 30 seconds, take 50% reduced damage Ninja - for next 30 seconds, double all dodges' effectiveness Enchanter - Globe of True Invulnerability - for 15 secs, immune to all damage
Re: Blending Aard Items. +++++++
Thursday, February 15, 2018 @ 23:15
Reply to: Note 39179 posted by Mannec I don't think either gloves or bracers effect can be blended since it's Not actually an affect.
Re: Augmentation bug?
Wednesday, February 14, 2018 @ 22:36
Reply to: Note 17746 posted by Nasus There's some sort of mix up between the OPK timer and augmentation, at least on testport: c augmented You are filled with vigor! You are recovering the following abilities: Augmentation : 21:36 opk remove You cannot remove OPK for 21:30. --- opk remove confirm INFO: Redryn has removed himself from the (OPK) victim pool! opk You are not currently flagged for open PK. You have no timeout on setting the Open PK flag. --- You now have the (OPK) flag and can be killed in any room by other PK or OPK players. While you are in OPK mode you will receive 10% more experience and bonus quest/campaign rewards. The OPK flag cannot be removed until you remort or 3 days have passed. INFO: Redryn has entered open PK (OPK) mode! You are recovering the following abilities: Augmentation : 2 days and 23:59:59 You cannot remove OPK for 2 days and 23:58:43.
Re: Blending Aard Items. +
Tuesday, February 13, 2018 @ 20:26
Reply to: Note 39146 posted by Mannec I would certainly use it, would it have any slot or level limits though? I imagine sanc aura is something that many people will blend immediately, as sanc is practically a necessity, and the aura lacks end game stats.
Re: time. and how it affects the mud.
Tuesday, February 13, 2018 @ 03:21
Reply to: Note 39133 posted by Norton As interesting as this idea sounds, it seems practically not feasible, since you would need to build mirror copies of areas of every area for each iteration of "ruins" or "wasteland" (with the relevant descriptions etc).
Monday, February 12, 2018 @ 20:04
Reply to: Note 39130 posted by Crowley I'd rather see this as an alternative sharing the same cooldown.
Re: reboots +++
Monday, February 12, 2018 @ 06:03
Reply to: Note 39121 posted by Turie If this is implemented I would like a refund on my pockets wishes plz, could've just bought a few extra manor rooms.
Re: holy mirror
Sunday, February 11, 2018 @ 00:39
Reply to: Note 16478 posted by Tymme 'forces of light and holiness'?
New mechanic: Channeling
Thursday, February 8, 2018 @ 21:16
I would like to suggest a new mechanic to be implemented, which could be used in a wide variety of things - Channeling. Currently, the only mechanic we have to prevent skills from being spammed is lag, i.e. execute a command and thereafter have (usually) 3 secs of lag where you can't do anything else. I would suggest a new mechanic where this is inverted: 1. You execute a command, and begin to 'channel' an ability or action. No lag is actually added, but there is a timer on the channel. 2. After X time (i.e. the length of channel) an action or ability is automatically executed. Channels can be interrupted, which may result in variety of things such as ability or action backfiring, or simply not occuring, depending on the act to be channeled. What causes an interruption could depend on the ability or action. Examples: - Brewing could be a channeled ability. Channel for 15 secs to make a triple brewed spell. Interrupted if you walk out of room, sleep, or quaff. Would allow players to still chat while doing brews, as opposed to the current process where you basically stack a ton of brews and then can't do anything for a while. - Mining/crafting as suggested in the 'professions' thread could be a channeled ability, where you take X time to mine an ore or similar. - Combat - allows for more powerful and strategic spells to be added. E.g. a mega damage spell could be channeled for a few rounds (casting other spells would interrupt it, but up to you if you want to cancel it). But other party could also interrupt the channel with certain skills, e.g. landing a stun. With a mix of recoveries on interrupts and powerful abilities, it would be more of a game of feints/strategy to decide when to utilize your spell - wait for them to use up their interrupts before using your best spell? Channel a spell when they start channeling one? And if we add abilities that are short term counters (e.g. reflect magic), then players may also want to cancel channels or bear the brunt of their own abilities. I think there could be a lot done with this mechanic.
Re: OPK Removing - Revenge on ++++
Thursday, February 8, 2018 @ 08:05
Reply to: Note 39077 posted by Akhenaton I think Liber's suggestion that opk can only be removed in safe room makes sense thematically and would be a good solution to the issue.
Re: OPK Removing - Revenge on +
Thursday, February 8, 2018 @ 05:17
Reply to: Note 39069 posted by Liber I believe the proposal is to prevent toggling OPK off while a revenge flag is running. Revenge lasts for 10(ithink?) minutes or so, so I'm not sure what "new set of abuse scenarios" you're referring to. In contrast I'm not sure it's a good idea to allow toggling it off while you've been attacked and are trying to escape - that seems more open to abuse since you can toggle on, enjoy your bonuses (especially since being attacked is kinda rare, easily more than 3 days), and if anyone does try to hunt you, turn it off. Though I suppose a case could be made that 3 days is long enough, and people should hunt each other more frequently if someone's doing that.
Thursday, February 8, 2018 @ 02:31
In line with mudinfo note #1836, I would suggest that the magical pocket from Stormhaven also be made melt-drop.
Re: Working from home ideas?++
Wednesday, February 7, 2018 @ 23:23
Reply to: Note 376 posted by Tymme Social media "influencers" seem to have no real job and permanently on holiday, please let me know if you figure out how to get in on that!
Re: NPC Keywords +++
Tuesday, February 6, 2018 @ 19:50
Reply to: Note 39038 posted by Rhuli Maybe I'm missing something, but why do you need repeated considers? Is it that hard to remember your next target? Assuming it is somehow necessary though, I don't think the "it encourages botting" is a good argument against the idea. It's fairly trivial to make a bot remember all mob names on consider or on look.
Genie rank3 earrings
Monday, February 5, 2018 @ 07:44
+-----------------------------------------------------------------+ | Keywords : rank3 genie ear | | Name : ~~Genie's Magical Earring~~ | | Id : 1920458786 | | Type : Armor Level : 211 | | Worth : 5,000 Weight : 0 | | Wearable : ear | | Score : 250 | | Material : energy | | Flags : invis, magic, nosell, held, burn-proof, nolocate, | | : heroonly, V3 | | Owned By : Redryn | | Found at : A Genie's Last Wish | +-----------------------------------------------------------------+ | Stat Mods : Damage roll : +25 Hit roll : +25 | | Moves : +400 | +-----------------------------------------------------------------+ | Resist Mods: All physical : +20 All magic : +20 | +-----------------------------------------------------------------+ Have a few of them. Great for bumping up moves for IF north slope!! Selling at 10m + reown, send tells or notes.
Re: suggestion #1 to PK system ++++++
Wednesday, January 31, 2018 @ 01:04
Reply to: Note 38988 posted by Muzmuz | ---------------------- | If you want to improve PK, maybe start with suggesting | something that would add skill to the fight. E.g. bring back | dispels. Add more maledictions. Add counter skills. Add short | cooldown based skills usable mid combat. | --------------------- | Can be discussed, but seems to aim just the tactics | of PK. This might make the battle more versatile, but | how would it solve the problem i am talking about ? | In fact, the problem, that the result of the uninterrupted | battle is predetermined ? Have you never seen other games where players who are outclassed in all stats (i.e. weaker gear, weaker stats, etc), still beat manage to beat stronger players because the stronger players didn't know how to utilise their skills properly? More dynamic combat = greater ways to optimise your own fight, and even defeat an opponent who is on paper stronger than you. As for your opinion on 'referee' errors - I think the universal consensus is that it is better if they are eliminated. That's why you see modern sport employing videos etc for better calls. I cannot agree with anyone who thinks that such errors add rather than subtract to a sport. Look at games like chess for example. A grandmaster could give you handicaps (e.g. less time to think, start with less pieces, etc) and be on paper the weaker player. But he could still win, because he has more skill.
Re: Polished, Enhanced eq. ++
Tuesday, January 30, 2018 @ 09:50
Reply to: Note 17730 posted by Crowley | There are some items in the game considered 'bad' (usually cursed | items) and imms there is a flag that imms can set to exclude them | from the bonuses, so if you get a bonus on one of these items please | post it. Items with noremove are automatically on this list so no | need to report those. noremove and nodrop are separate flags. Terra/titan are nodrop, so I guess nodrop gets bonuses but noremove doesn't. I suppose whether that should be the case is a separate issue though.
Re: suggestion #1 to PK system ++++++
Tuesday, January 30, 2018 @ 09:40
Reply to: Note 38979 posted by Muzmuz In my view, improving the PK system is not by adding random chance to it, but making it more skill based as opposed to reliant on predetermined stats. SH PvP atm is pretty much just
or . There's not much skill or knowledge involved. Consequently, if your stats are inferior, there's very little chance that you can win (because you both just spam damage and one side will always come out on top). Adding a chance for one side to kill the other side randomly doesn't add to it. Boxing, football, tennis, don't have a rule which says: "Referee flips a coin and one side will win automatically". Everyone would hate that rule. (It doesn't matter if it only happens 1 in 100 matches. When it happens, everyone will say its lame and stupid win). If you want to improve PK, maybe start with suggesting something that would add skill to the fight. E.g. bring back dispels. Add more maledictions. Add counter skills. Add short cooldown based skills usable mid combat.
Re: Report stats
Sunday, January 28, 2018 @ 19:59
Reply to: Note 38898 posted by Gritznakka alias report report;report stats, boom done. (I prefer more granularity so I won't personally make that alias)
WTS rank5 inferno neck
Saturday, January 27, 2018 @ 10:51
+-----------------------------------------------------------------+ | Keywords : Fire Burns Scars Heat Rank5Neck | | Name : Scars from the Heat | | Id : 1920431646 | | Type : Armor Level : 211 | | Worth : 5,000 Weight : 28 | | Wearable : neck | | Score : 500 | | Material : fire | | 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 : +30 | | Strength : +5 Intelligence : +5 | | Dexterity : +5 Constitution : +5 | | Hit points : +300 | +-----------------------------------------------------------------+ | Resist Mods: All physical : +45 All magic : +45 | +-----------------------------------------------------------------+ Send notes/tells with offer, buyer pay reown. Will sell for donations or gold
Re: suggestion #1 to PK system ++++
Saturday, January 27, 2018 @ 04:25
Reply to: Note 38873 posted by Muzmuz Reducing pk to randomized instant death is just going to result in many lame deaths and general lack of fun for everyone. Negating novorp wish in PK was suggested before, and this is really no different.
Re: Race Idea: Shapeshifter ++
Thursday, January 25, 2018 @ 07:28
Reply to: Note 38850 posted by Mcgregor > This can avoid if race change is with something like auto-free-rebuild. Because free rebuilds every 24 hours isn't op?
Re: Race Idea: Shapeshifter
Thursday, January 25, 2018 @ 00:42
Reply to: Note 38842 posted by Wars Seems overpowered. So every 24 hours I shift to the race with -1 or -2 in the stat I intend to train next? If I get +1 in something that matters, I just don't train anything for 24 hours. Also at SH with max stats that means I have control over which skills and resists I feel like having that day with 0 downside.
Re: kingsholm level range +
Tuesday, January 23, 2018 @ 03:16
Reply to: Note 16453 posted by Trurien Help areas Level ranges are a general guide, but do not always represent the level of every monster in the area.
Re: Possible PK restrictions. ++
Tuesday, January 23, 2018 @ 03:02
Reply to: Note 38780 posted by Ylar 1 per 1 hour. (Maybe 2 per hour). I think if you're getting murdered every 20 minutes that borders on either (a) griefing or (b) that person doesn't really care and is just feeding kills. Or how about this: After being killed once an hour, you take 20% less damage, multiplicative, for every additional successive death (1 hour resets on every death). So for newbies, they begin to increasingly have a chance to escape. For griefers, it becomes increasingly difficult to kill. For people who don't really care about feeding, it becomes increasingly hard to die (Even the rem all equipment thing isn't going to help, if it takes ages for you to die and you're just stuck in combat for 5 mins)
Re: Building rules / equipment
Monday, January 22, 2018 @ 07:32
Reply to: Note 38747 posted by Redryn Oh, and I would also suggest that the restriction of tier eq be lifted, and that they be obtainable from mobs that are of the level of the eq (+- 10 levels). Max 1 per area.
Building rules / equipment
Monday, January 22, 2018 @ 06:57
Not sure if many people are aware of this, but building rules on equipment are currently as follows: * If your area has a Masterpiece item, you are allowed either one additional Masterpiece item, or two objects of max object affects. No matter the amount of goals in an area, all future areas shall meet this rule. * If your area DOES NOT have a Masterpiece item, seven objects of max affects. * For every max piece of equipment created (Masterpiece and Max objects included), you are required at least five objects of mediocre eq (less than 1/2 the max stats) and 3 negative or no stats eq. Remember, all this equipment must be useable. I think lots of people really like gameload eq and the opportunity to get something cool with the new added stats mechanic. Perhaps it might be time to consider whether the rules ought to be tweaked (and maybe old areas re-looked at)? I'm not entirely sure what the rationale for creating mediocre or negative/nostat equipment is, especially when it's supposed to be 'useable' (I don't think anyone actually uses any of these). I also don't think this rule is particularly enforced or checked I would suggest that independent of Masterpiece items, areas can have max of 2 max objs resetting on normal mobs, with up to 1 reset per 20 mob resets in area if they're placed on more difficult mobs (i.e. sanc or buffed mobs). At least (rooms/10) eq with points equivalent of open clan max, five mediocre (80% points) and three poor (60% points).
Re: setwanted cost ++++++
Monday, January 22, 2018 @ 02:14
Reply to: Note 38735 posted by Wars I think it would be more useful to get clarity on mplaying rules and setwanted. I think the issue Wire is raising is where people create alts who farm daily blessing (it's virtually no work to log on once a day and grab blessing) and slowly amass tps/other stuff from that. And if you annoy the main, is it multiplaying if they log on the alt to setwant? If that's illegal, then the cost of setwanted is moot.
level check +++++++++
Saturday, January 20, 2018 @ 00:01
Reply to: Note 38667 posted by Fiendish Because removing level check will basically be a buff to tiers and other high stat players? I don't think the power gap needs to be widened. I'm surprised you seem to think otherwise?
Friday, January 19, 2018 @ 22:34
Reply to: Note 17702 posted by Gritznakka The average dam was boosted though, which still seems useful