The Gaardian Aardwolf Notes Archive

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showing 50 most recent notes by Robbo
Re: Touchstone clan area exit change. ++++
Note #27829
posted on General
Friday, March 8, 2019 @ 19:47
Reply to: Note 27828 posted by Turie

I'd never pour out the booze.
Re: Touchstone clan area exit change. ++
Note #27827
posted on General
Friday, March 8, 2019 @ 17:00
Reply to: Note 27826 posted by Bauer

You just need to worry about Watchmen defiling your corpse... is that worth
the trivia point savings?

Re: spiral - not weapon damtype? ++
Note #18359
posted on Bugs
Wednesday, March 6, 2019 @ 12:51
Reply to: Note 18358 posted by Redwood

I hereby retract my complaint... also, I cannot read.
Re: spiral - not weapon damtype?
Note #18357
posted on Bugs
Wednesday, March 6, 2019 @ 12:22
Reply to: Note 18351 posted by VeryLongName

I've seen similar issues with test of faith. Mobs (also in Soh2) that are
immune to light will _sometimes_ be hurt by test of faith, despite my
extreme alignment.  Damage should be light damtype, but I'm seeing the
mobs taking damage about 1 out of 5 rounds.

I will attempt to log this next time it happens, but it's been consistent.

Re: Uncurse wish almost useless (repost)
Note #41141
posted on Ideas
Wednesday, January 2, 2019 @ 17:02
Reply to: Note 41136 posted by Koala

I find uncurse really convenient, as I like looting mobs (even in Castle Vlad)
uncursing everything in bulk periodically, and selling it all.  I don't want
to auto-trigger every time I loot something cursed, so uncurse is a huge 
savings to me.  Functionally, it's no different than spellup, though - it
just makes me waste less time casting spells.
why pay for it in the first place?
I'm not seeing anything broken here.
Assassin backstab forces group members out of combat
Note #18205
posted on Bugs
Friday, December 21, 2018 @ 22:24
Group with 3 members, one of them assassin.
Player A tanks room in Icefall slopes full of aggressive mobs. Player B and
assassin follow. Players A and B are set to autoassist.

Result: Every time assassin backstabs, player B has char.status.state change
from 'combat' to 'ready', then they rejoin combat after a brief delay. Player
A is unaffected and stays in combat normally.

If player B tanks the next room, player A is set to ready status each time
the assassin backstabs. Player B is unaffected and stays in combat normally.

Obviously, something is acting strange here, I've not noticed this in any
other group combination at any time.

Re: add "time until next quest" in questor's message. +
Note #41020
posted on Ideas
Monday, December 10, 2018 @ 09:22
Reply to: Note 41019 posted by Sammael

Being I like seeing when the mud is 'ticking' anyway, I turn on autotick. It
shows timer in the tick display.
Re: Imm pills/potions ++
Note #41014
posted on Ideas
Saturday, December 8, 2018 @ 09:01
Reply to: Note 41013 posted by Redryn

I'm for this, as long as the random effect isn't known beforehand.  This gives
them more value, but doesn't allow people to stockpile certain pills without
some risk of them being less than useful.

I do think the randomized buffs should include some that may not be as
effective as others for levelling/pupping/pk. (Enchanter's Focus?)

Re: Reason for setwanted
Note #40977
posted on Ideas
Thursday, November 29, 2018 @ 19:59
Reply to: Note 40969 posted by Sparhawk

I'm all for this as long as it's curse-enabled.

Re: clan talk +
Note #40961
posted on Ideas
Wednesday, November 28, 2018 @ 19:56
Reply to: Note 40959 posted by Tymme

rt light
Re: Coaches and Hirelings
Note #40924
posted on Ideas
Friday, November 23, 2018 @ 17:19
Reply to: Note 40921 posted by Sotura

I vote for Llamas, just like Minecraft.
Re: Gag / gameplay. +++++
Note #40878
posted on Ideas
Saturday, November 17, 2018 @ 15:30
Reply to: Note 40877 posted by Tymme

Saying it's not _much_ of a problem and only affects certain people is really
beside the point. It is a problem, it's certainly been brought up a number of
times over the years. Several members of Hook have gotten themselves in minor
hot water over the years and have had it affect their gameplay.  Just seems
like something that should be fixed, rather than justified as insignificant
and continually ignored.

Obviously, I don't think a ton of coding time should be spent on such a thing,
but it makes sense if it's a relatively minor effort.

Re: Gag / gameplay. +
Note #40872
posted on Ideas
Saturday, November 17, 2018 @ 09:43
Reply to: Note 40871 posted by Starling

I do agree with this. Noemote, nosay, etc should _not_ affect the players
ability to interact with mobs/mobprogs. Too much of the game is built around
this. If noemote/nosay could be changed to effectively be a global ignore by
all players, this might be an effective workaround.

Re: Favorite under-used socials? +
Note #27685
posted on General
Monday, October 29, 2018 @ 17:23
Reply to: Note 27683 posted by Mendaloth

Friends Are Disappearing, This One Trick Will Stop It!
Note #40748
posted on Ideas
Monday, October 29, 2018 @ 11:34
Reply to: Note 40739 posted by Zoot

My take on this is just keep a timestamp for online players as to when they
last killed a mob. Have the mud check this periodically, and if it's been over
30 minutes, they could be flagged as inactive.
Now... turning off timers for objects in their inventory is probably much
tougher...  ;-)
Re: Aard EQ ++++++
Note #40747
posted on Ideas
Monday, October 29, 2018 @ 11:33
Reply to: Note 40736 posted by Fiendish

Agreed on the disarm, it makes sense that it should act equivalent to a stun,
at least for physical attacks.
Re: Make Aylor Clean Again
Note #40664
posted on Ideas
Wednesday, October 24, 2018 @ 11:46
Reply to: Note 40663 posted by Tymme

We could use a janitor mob for the clan hall too... and my manor.
Spell/skill expertise and damage reduction
Note #40603
posted on Ideas
Wednesday, October 10, 2018 @ 19:53
I know some of this is in the game in some form or another (like the ninja
strangle resistance), but I'd like to take the idea further.

It would add more variety to the game if a pclass or subclass-specific
skill is being used against another mob or player of the same subclass/
pclass there would be damage reduction/dodges given. A blacksmith might
be able to deflect blows from hammering blow or hammerswing. Immolate
damage might be absorbed/reduced by pmages - or more specific reductions 
could be made by elementalist for each of the 4 elemental attack spells.


Re: curse
Note #40600
posted on Ideas
Wednesday, October 10, 2018 @ 17:11
Reply to: Note 40599 posted by Muzmuz

Having them all the same is boring and implies that all magic is equally as
easy or predictable. I'd rather there was more variety than less.
Re: lottery after changing char's name +
Note #18107
posted on Bugs
Friday, October 5, 2018 @ 14:19
Reply to: Note 18106 posted by Koala

I sure hope so. I cannot type or pronounce that one.
Re: new weapon flags
Note #40504
posted on Ideas
Wednesday, September 26, 2018 @ 15:12
Reply to: Note 40501 posted by Mannec

This is an interesting idea, though it led to another idea. I'm not sure where
it would land in the scheme of classes/etc, but some kind of skill that would
'feed' a weapon mana or HP during its use. It could be a spell or skill with a
duration that drains HP, mana, or moves, and uses that to boost weapon damage.
Note #27650
posted on General
Sunday, September 16, 2018 @ 13:35
Feeling the call of the sea, but not taken with the pirate's life?  Do you
just admire a certain pirate from afar?  This is the opportunity for you.

With international talk like a pirate day coming up on Sept 19th, HooK wants
everybody to have the ability to talk more like a pirate... and for that, the
mud needs more pirate socials.

What you need to do: Make a pirate social that doesn't suck.
Send it on personal to 'hook' for review, and if we like it (even a little),
we'll pay for it.  You get the credit, we pay the bill!

This offer is good through end of day Sept 19th, or Sept 22nd if you're too
drunk to send a message before then.

Re: none sex +
Note #40390
posted on Ideas
Tuesday, September 11, 2018 @ 21:38
Reply to: Note 40389 posted by Castiel

None sex sounds very depressing. I think this thread should be titled 'more

I for one would like arbitrary gender strings, but perhaps I'm too trolly to
be allowed such a free-form field.

Re: Slots Lag +
Note #17807
posted on Bugs
Saturday, March 10, 2018 @ 09:50
Reply to: Note 17806 posted by Wars

Unsure as to the cause of the lag, the slots program is extremely simple, and
has a single mpause(1). My assumption is that something external to slots was
causing lag in the mpause.

As a safety measure when playing slots, you can type 'slots 3 10000', and no
money is taken from your character until the results part of the program
runs. If you leave the room after making a bet and before the results are
displayed, then you lose nothing. The program checks to see if you are in the
room when the results are to be displayed - if you are not there, the play
is voided.

Re: Quiet pc systems +++
Note #7594
posted on Tech
Saturday, February 10, 2018 @ 14:29
Reply to: Note 7593 posted by Fiendish

This method works when you have enough children.

Re: Possible PK restrictions. ++++
Note #38804
posted on Ideas
Tuesday, January 23, 2018 @ 11:53
Reply to: Note 38802 posted by Daak

I know some folks have a knee-jerk reaction to adding any kind of restriction,
but I don't see what harm is in adding something restricting player A from
killing player B more than 5 times a day or similar. The only ones actually
having _real_ restrictions placed upon them are folks who are probably on the
edge of the harassment camp anyway (or people abusing the system to allow for
stat padding, which inflames another portion of the userbase).

Who here would actually be impacted if they were not allowed to kill a given
player more than 5 times a day?

Experience from past clan wars with bigger PKers tells me that if I'm getting
spam-killed by some player with unrestricted PK, I'm probably going to sit in
my manor until the war is over. In the case of T0s being bothered by T9s, it
turns into somebody feeling picked on and leaving the MUD.

I agree that Tier limits in PK targeting would mitigate some of this, but I
also don't see a harm in placing a reasonable limit.  Kicking the targeted
player out of OPK mode only fixes issues where a player is allowing themself
to be killed intentionally.

Re: Loners + PK +
Note #16446
posted on Typos
Thursday, January 11, 2018 @ 18:28
Reply to: Note 16445 posted by Cytan

Are you misreading "status" as stats?

Re: Proxy bid reduction message +
Note #38360
posted on Ideas
Monday, January 1, 2018 @ 21:28
Reply to: Note 38359 posted by Mannec

Howabout just an lbid 1234 clear proxy to clear your current proxy so you can
reset it?

Just a thought.

evict idle hardcore players from safe rooms +++
Note #38325
posted on Ideas
Friday, December 22, 2017 @ 16:24
Reply to: Note 38324 posted by Starling

Also, to take care of those pesky people hiding in manors: Autoeject from
manor when the bell is rung. Just move the idle players to their porch
automatically so they can be killed while AFK.

Re: aardslots
Note #17674
posted on Bugs
Monday, December 18, 2017 @ 21:30
Reply to: Note 17673 posted by Mannec

It seems players are split on this. It's not a bug, but should the prompt re-
display after the game output?

Easy enough to change. Any strong opinions on this?

Clan-only socials
Note #38277
posted on Ideas
Saturday, December 16, 2017 @ 11:14
This could go two ways...

Either have socials that can only be used by the clan that owns them, or

Have socials that clans can only use on their clantalk channel.

The latter option might allow more ... racy... socials to be used in clantalk
for clans that enjoy such things. (like HooK)

Re: Seasons' sunrise/sunset
Note #38269
posted on Ideas
Monday, December 11, 2017 @ 11:43
Reply to: Note 38268 posted by Tymme

I do have a lengthy function written for mobprogs in Fortune area to support
day/night times based on season, but not sure if that would be workable for
these other programs.

Re: INFO channel gmcp +++++
Note #38254
posted on Ideas
Tuesday, December 5, 2017 @ 21:07
Reply to: Note 38252 posted by Crowley

As with many ideas replies that tend to pop up, you (along with others) are
often replying with messages to the effect of "I can't think of a way to use
that, so it isn't worth Lasher's time".  It seems awfully narrow minded, and
it's effectively crapping on an idea without any _actual_ critical commentary.

Re: INFO channel gmcp +++
Note #38253
posted on Ideas
Tuesday, December 5, 2017 @ 21:04
Reply to: Note 38250 posted by Crowley

As a non-MUSHclient user, I'd actually appreciate more things like this through
GMCP so I can filter them a little easier rather than writing a bunch of
individual captures or my own plugin. I'd find value in it, but it's not world
ending if I don't see it happen.

Note #8958
posted on Games
Tuesday, September 19, 2017 @ 08:40
Greetin's! Today be international natter like a pirate day!

'cause o' this, th' HooK clan will be hostin' some trivia games, some wars
(wit' extra prizes), 'n ye might be findin' some extra gold in extra places
today.  'ave some rum on us, 'n let out yer inner pirate!

Re: Sexual harassment
Note #27300
posted on General
Sunday, September 10, 2017 @ 21:04
Reply to: Note 27299 posted by Endymion

My assumption would be that it shouldn't be tolerated at all. Like with
anything on this mud, the imms are not omniscient and don't see or read
everything going on. If there is an issue, the player in question should
report it, preferably with logs.

I've never known the imms to ignore such things if they are obvious issues or
are reported properly.

Re: What keeps you playing? +++
Note #27232
posted on General
Sunday, July 23, 2017 @ 19:11
Reply to: Note 27231 posted by Hwuaijijal

We can drink coffee, if you must do the "sober" thing.

Re: What keeps you playing? +
Note #27230
posted on General
Sunday, July 23, 2017 @ 18:20
Reply to: Note 27228 posted by Robbo

I did mean to say that there are very few players on here that I _wouldn't_
enjoy having a drink with. (for those of you that bugged me about my message!)

Re: What keeps you playing?
Note #27228
posted on General
Sunday, July 23, 2017 @ 15:26
Reply to: Note 27223 posted by Tymme

I log in because my wife makes me!

Nah, really, I did quit playing for about 5 years before starting with this
character. The people I know on here, particularly those in my clan, are like
an extended (albeit dysfunctional) family. There's very few people on the mud
in real life, I'd be happy to have a drink with.

tl;dr: Aardwolf is mostly good people.

Re: Excitinger Clan News +++++
Note #538
posted on Clan
Thursday, July 20, 2017 @ 09:42
Reply to: Note 535 posted by Fiendish

And I, in typical disturbance-causing fashion, followed Fiendish's note while
taking the mockery to a new level. His 'journalism' inspired me to new levels!

Excitinger Clan News
Note #529
posted on Clan
Monday, July 17, 2017 @ 13:29
Hello Everyone!!
Blah blah blah blah blah blah blah... blah blah blah blah blah blah blah...
of the Aardwolf family. We are happy to announce that we have the same old
joining requirements for the Hook clan. Starting quite a while ago, the old
requirements are as follows.                     
1. You must kill mobs, players, and anything else.
2. The Hook clan is PK and will always remain that way. NOPK clans suck.
3. You should meet the requirements on our website or bribe your way in.
4. Don't be a dumbass.
5. ???
6. Profit
Applicants will still be required to do the interviews and sadistic tasks that
our members can think up. If you've got a bad attitude and a twisted sense of
humor, you're more likely to get votes.
Thank you!
Re: Outcast self ++++++
Note #37634
posted on Ideas
Sunday, June 25, 2017 @ 21:28
Reply to: Note 37633 posted by Noegel

I've never understood the reason to _require_ a leader to outcast a player. I
know I've played a number of other online games - not one that I can think of
that requires you to ask permission to leave a guild/clan/etc. (I'm sure there
probably are, but not those that I've played)   Personally, if I had my mind
up to leave a clan (particularly one with inactive/inattentive leaders), I
would just get more angry the longer I had to wait.

Reasons given about why to disallow this just don't hold water:
1) Somebody doesn't know what they're doing or it's just a misunderstanding?
Sounds like this means there is a communication problem in the clan in the
first place.

2) Newbies don't know what they're doing - Then leaders that recruited these
newbie players didn't communicate effectively to the people they recruited.

3) Leaders won't know if their clan members are leaving: Simple, send a note
automatically to the leaders of the clan losing a member. Easy 'nuff.

Re: Ninjapocalypse!
Note #37501
posted on Ideas
Wednesday, May 31, 2017 @ 22:51
Reply to: Note 37499 posted by Impuritan

-1 for ninjas. This should be about pirates.
Re: SSH. ++++++++
Note #37467
posted on Ideas
Sunday, May 28, 2017 @ 21:36
Reply to: Note 37465 posted by Quadrapus

It's probably best to get your tin-foil hat on. Encrypting your data channel to
Aardwolf won't stop them from reading your mind.

Realistically, anybody who is _really_ interested in watching traffic of
aardwolf users wouldn't be deterred unless all of the traffic coming and going
was encrypted. Being that 99.9% of our users aren't that worried about their
privacy (at least not whatever trash they talk on the MUD), they would
continue to use a standard MUD client. Why monitor the guy using SSH when you
can see everything that they type from the other 99% using telnet via

It seems like a pointless exercise unless you can put a lot of development
into MUD clients that support SSH and they overtake the existing ones on the
market.  With a big enough bankroll, this could happen, but unlikely with MUDs
being of very little popularity nowadays.

I don't say anything on here that I would be afraid to let my mother (or a
hostile government entity) read. Same policy I follow on every online service
I use.  There is no _real_ expectation of privacy with any online service, if
you truly are a target worth monitoring.

Re: SSH. +++
Note #37453
posted on Ideas
Thursday, May 25, 2017 @ 21:32
Reply to: Note 37452 posted by Myth

I'm not certain why you would assume that Aard is single-threaded... My guess
is that it is pretty heavily threaded. As you say though, on modern hardware,
it's probably not a horsepower limitation. The negatives are:

1) Nothing on the MUD has expectation of privacy, so why would Lasher spend
time on it?
2) It wouldn't work with any existing client unless you combined SSH with a
tunnel, something really only the most technically advanced users would be
willing/able to do.. and again: Why would they go through the effort for non-
sensitive data?

Re: SSH. +++
Note #37449
posted on Ideas
Thursday, May 25, 2017 @ 19:02
Reply to: Note 37448 posted by Quadrapus

I think that rather than implementing SSH (which is less than ideal for many
gamestat 5
reasons stated before my note) the better piece of advice is: If you don't
want the government reading your cybersex and subversive behaviors, don't
write them on Aard.  Assume that anything passing on Aard is for public
consumption, and you have no need for SSH.

Remove Xyliz's access to Q&A channel ++++
Note #37236
posted on Ideas
Friday, April 28, 2017 @ 21:11
Reply to: Note 37227 posted by Tymme

spellup learned
Agree on adding advisor/helper flags to Q&A channel. This makes a lot of sense.

Re: Remove Xyliz's access to Q&A channel ++
Note #37215
posted on Ideas
Wednesday, April 26, 2017 @ 19:03
Reply to: Note 37211 posted by Raded

As to standard advice, I recommend referencing the nicely done 'newbie-*' help
files.. There is a newbie-aarditems helpfile that gives fairly good answers to
the aarditems question.

Re: iTerm2 Users - Issues with scrolling? +
Note #7254
posted on Tech
Thursday, March 16, 2017 @ 19:11
Reply to: Note 7253 posted by Robbo

A screenshot of my setup:

Wrote all the code for this mess myself, so if you see anything interesting you
like, feel free to ask.

Re: iTerm2 Users - Issues with scrolling?
Note #7253
posted on Tech
Thursday, March 16, 2017 @ 19:03
Reply to: Note 7252 posted by Cytan

I've done a lot of experimentation with terminals on Linux, but not on Mac.

It's not 100% relevant, but I did want to share for the benefit of TT++ users.

Though my primary terminal of choice is Terminator, I use urxvt for my MUD
terminal. It provides true 256 color support, and more importantly, fully
supports keypad mode so I can use the macros on the number pad. I use with
tmux, that provides the split screen functionality I need and scrollback.