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showing 31 most recent notes by Yajan
Selling 24k QP
Note #49789
posted on Forsale
Tuesday, February 26, 2019 @ 21:49
Looking to get 90M/1K QP OBO
Send a Tell or PB if interested.
Thanks!
New Meta - Thief at Superhero
Note #41375
posted on Ideas
Monday, February 18, 2019 @ 16:24
I hope my comments on the imm channel about the recent changes doesn't
misportray my thoughts. In reality, I love the newest changes.
Especially, the increased viability of playing pthief and Mentalist.
I like that Lasher is working hard to create multiple viable styles
of play with each class.
So, if this idea feels like it doesn't continue in that vein,
then may it be ignored.
I was thinking what it would take to convince players to try playing
Pthief at Superhero.
First, I'd like to say, I recently tried playing Bandit.
The helpfile for Bandit promised me riches, by saying:
If gold is more important to you than anything else, then
Bandit may be for you (or something of that sort).
Basically, I thought: "with the huge gold boost of pilferage,
Bandit will certainly be the fastest way to earn gold."
But, what I actually found, is that even with pilferage and the
gold gains from fencing all of the loot I could carry, even
being sure to exp in areas with items that sell for good gold,
is that Blacksmith is still faster gold/min.
Why? Blacksmith simply kills faster because of hammerswing's,
constant round after round damage to all mobs in the room AND
that Blacksmith's melee hits just as much as thief with 600 dex,
and enhanced damage's *enhanced damage* for pwar, ensures
that I also do more melee damage per round.
Also, I found that the rate of killing is so much faster using aoe
and not even utilizing backstab. (Which is also worthless in aggro areas).
The recent changes dealt with this melee issues for thief, allowing
increased chance of crits for thief. And, the backstab crits are nice,
but what pthief in my opinion actually needs to be viable to play at Superhero,
is a way to have backstab usable in the current meta of pupping style.
So, my idea:
Create a thief only skill: Multistab or Slaughter or something of that sort.
It's an aoe that works very similarly to hammerswing mixed with backstab:
First, hit does max damage, next 2 do nearly as much and then the damage drops
off quickly. But, most importantly it allows a pthief to be viable in the aoe
pupping meta. And, also makes backstab relevant at Superhero.
Yes, I know thief is supposed to take little damage by killing mobs in a round
or two with massive backstab damage.
The problem with that is, it gets old quickly and the speed isn't there.
And furthermore, SH's don't care about taking damage (they have a ton of hp).
With the risk of being told I'm ruining the fun and beauty of pthief,
I submit my idea citing the low number of pthiefs at Superhero as evidence
of its lack of viability.
Thanks for reading,
Yajan
Rhabdo heal potions showing up in potsearch
Note #18216
posted on Bugs
Sunday, December 30, 2018 @ 19:54
Rhabdo heal potions/scrolls are showing up in potsearch heal
However there are no listed directions to a public clan hall
for Rhabdo in "speedwalk"
I imagine this is a bug?
Anyone interested in buying my QP for gold?
Note #49544
posted on Forsale
Wednesday, December 12, 2018 @ 16:07
Wanted to see if there was any interest...

Was thinking 90M Gold/1K QP and transfer item of a stock 261 Aard Dagger

PST or reply on Forsale if interested.

Thanks!
Weight is Bugged after Remort
Note #18003
posted on Bugs
Monday, July 23, 2018 @ 23:01
I've noticed the last couple of remorts because
of getting close to my upper limit of what I can carry at level 1..
That, if I don't log off after I remort.. there seems to be some
carry over of the pre-remort weight calculation causing my current
weight to be heavier than it actually is.
The current weight immediately changes if I quit/log back in.
I was contemplating purchasing a vault or another bag of Aardwolf
as I thought I had once again gained too much junk. And, then I remembered
that this had happened one other time and fixed itself on its own.
Here's my weight before I logged out (just now):
Weight :   640 of 629 
And, here's my weight now, after logging back in:
Weight :   500 of 629  

Unless leaving this plane at lightspeed causes my body to undergo
changes that include a 15% weight loss, I think this is a bug.

Thanks,
Yajan
Add Burn-Proof flag to New Looted Flag EQ
Note #39279
posted on Ideas
Saturday, February 24, 2018 @ 13:00
I'm loving the new EQ, but it does take quite an investment of TP
to add the Burn-Proof flag to everything that I want to have
replace any of my open/closed clan eq items.
If the items that have the new (Polished), (Enhanced), etc. flags
came with the burn-proof flag by default, I imagine that would
increase the uptake of players looking to use these items more.

Or, possibly just add the flag to items of a certain level and higher
For Example, burnished and better.. or something like that.

Yajan
Give Timeshifting to Psionicst Primary Class ++
Note #39236
posted on Ideas
Wednesday, February 21, 2018 @ 00:08
Reply to: Note 39235 posted by Trurien

Ahhh Yeah.. I get that now...
I kind of missed the space AND time part of that
Good point on the theme
Re: Give Timeshifting to Psionicst Primary Class ++
Note #39234
posted on Ideas
Tuesday, February 20, 2018 @ 23:52
Reply to: Note 39233 posted by Redryn

I figure Navigator is (and will remain) a great subclass for players who
like to campaign level or focus on Navigation (beacons/etc.)
And, this would by no means nerf Navigator. It would just give players
a choice of playing more of a leveling style or more of an exploration style
As it stands now, it's typically "I'm a Psionicist, so of course I play Navi"
Re: Give Timeshifting to Psionicst Primary Class
Note #39232
posted on Ideas
Tuesday, February 20, 2018 @ 23:00
Reply to: Note 39185 posted by Yajan

Any thoughts? Other than that I typoed Psionicist in the subject..
Could create a nice leveling/pupping subclass in Mentalist
Looted Flags
Note #27441
posted on General
Sunday, February 18, 2018 @ 12:58
Just a note of thanks:
The new Looted flags are really cool and add a nice dynamic to pupping
It adds a fun unpredictability to pupping, which can otherwise be
monotonous. It also encourages players to choose to cycle pupping areas
to strategically try to farm better version of items.
I think changes like this give the game a fresh feel without overhauling
gt QuesT Time!
anything.

Thanks for thinking of this!
- Yajan
Give Timeshifting to Psionicst Primary Class
Note #39185
posted on Ideas
Sunday, February 18, 2018 @ 00:44
Currently Timeshifting is Navigator subclass only.
Not only does it make no sense given the them of what a Navigator is,
But, it also makes Navigator overloaded, making other subclasses pale
in comparison.
Giving Timeshifting to all Psionicist subclasses would indirectly
Buff other Psionicist subclasses, promoting differentiation and
Having people choose to play other subclasses, such as Mentalist.

Great Weapon for SH (More Damage than Aard)
Note #48575
posted on Forsale
Sunday, February 18, 2018 @ 00:22
+-----------------------------------------------------------------+
| Keywords   : nyne scimitar bladed shimmering                    |
| Name       : (Shimmering) a Nyne Scimitar                       |
| Id         : 1930228796                                         |
| Type       : Weapon                    Level  :   201           |
| Worth      : 12,880                    Weight :    25           |
| Wearable   : wield                                              |
| Score      : 3030                                               |
| Material   : steel                                              |
| Flags      : unique, glow, magic, V3                            |
| Found at   : The Nyne Woods                                     |
+-----------------------------------------------------------------+
| Weapon Type: polearm                Average Dam :    617        |
| Inflicts   : stab                   Damage Type : Pierce        |
+-----------------------------------------------------------------+
| Stat Mods  : Damage roll  : +26      Intelligence : +16         |
|              Wisdom       : +1       Dexterity    : +1          |
|              Constitution : +3       Hit points   : +20         |
|              Mana         : +100     Moves        : +20         |
|              Hit roll     : +20                                 |
+-----------------------------------------------------------------+
| Resist Mods: Slash        : +10      Magic        : +10         |
|              Water        : +10                                 |
+-----------------------------------------------------------------+

Send me a tell if you're interested, or Note on personal board
Thanks,
Yajan
Trading TP
Note #48489
posted on Forsale
Saturday, February 3, 2018 @ 11:24
Selling TP at a rate of 125 QP/TP or 120 QP/TP if you do 100 or more
You will of course need to pay for the transfer item of your choice as well

Thanks!
Yajan
Re: lootnext
Note #38096
posted on Ideas
Saturday, November 11, 2017 @ 11:07
Reply to: Note 38095 posted by Starling

I agree..
Was thinking the same just earlier this week
Re: Detects Seem Buggy +
Note #17597
posted on Bugs
Thursday, November 9, 2017 @ 09:43
Reply to: Note 17591 posted by Guinness

Sorry, I'm a bit late on the reply...
The helpfile implies that the only real difference between sneak and hide is
that detecting sneak is skill based (int), whereas hide can be
seen if you have detects. Also, based on my experience with the dark dragon
and other mobs: it seems that sneak is re-checked every time you attempt
to "see" a mob (whether it be through look/where/entering the room)
I guess this differs from how I thought sneak worked:
It's only whether you can detect the *movement* of a sneaking mob:
for example seeing them enter and exit a room
However, it sounds like sneak is just very similar to hide then?
Detects Seem Buggy
Note #17590
posted on Bugs
Wednesday, November 1, 2017 @ 12:53
This remort I am a SC Vampire Warrior and I'm noticing
a lot of inconsistencies with the way the MUD handles detect hidden
As a vampire, I have detect invis.. but I am able to "sometimes" see
Hidden mobs as well...
For example, I may be able to where them, but then when I get to the room
The mobs will "flicker" in and out of visibility...
If I keep typing look, sometimes they'll appear.. but then I can't attack them
If I do an area attack, it'll hit them as well..
Also, I noticed some mobs don't have a hidden/invis flag attached but they're
only available when I quaff a potion that gives detect hidden
For example: dark dragon in The Silver Volcano.
It was hidden until I quaffed the potion, but had not (hidden) modifier
after I quaffed it.
These are likely two separate possible bugs.

Thanks!
Yajan
Re: mush database backup qty/frequency +
Note #7434
posted on Tech
Friday, July 7, 2017 @ 13:40
Reply to: Note 7432 posted by Yajan

Fair enough.
Use case makes sense too. Though I guess I didn't know Mush would
minimize a full screen app when it does a backup.
Is that something you could possibly modify/configure,
in case it doesn't get added into the plugin?
- Yajan
Re: mush database backup qty/frequency
Note #7432
posted on Tech
Friday, July 7, 2017 @ 13:26
Reply to: Note 7431 posted by Tymme

if GetVariable("backup_timer_enabled") == "1" then
      if (os.time()-last_auto_backup) < 86401 then
         local seconds = 86400-(os.time()-last_auto_backup)
         local hours = math.floor(seconds/3600)
         seconds = seconds - hours*3600
         local minutes = math.floor(seconds/60)
         seconds = math.floor(seconds - minutes*60)
         -- replace the timer with a new one that has the right time
      end
      toggleBackups(true)
   end
if GetVariable("backup_timer_enabled") == "1" then
      if (os.time()-last_auto_backup) < 86401 then
         local seconds = 86400-(os.time()-last_auto_backup)
         local hours = math.floor(seconds/3600)
         seconds = seconds - hours*3600
         local minutes = math.floor(seconds/60)
         seconds = math.floor(seconds - minutes*60)
         -- replace the timer with a new one that has the right time
      end
      toggleBackups(true)
   end
if GetVariable("backup_timer_enabled") == "1" then
      if (os.time()-last_auto_backup) < 86401 then
         local seconds = 86400-(os.time()-last_auto_backup)
         local hours = math.floor(seconds/3600)
         seconds = seconds - hours*3600
         local minutes = math.floor(seconds/60)
         seconds = math.floor(seconds - minutes*60)
         -- replace the timer with a new one that has the right time
         AddTimer("backup_timer", hours, minutes, seconds, "", 
      end
   toggleBackups(true)
if GetVariable("backup_timer_enabled") == "1" then
      if (os.time()-last_auto_backup) < 86401 then
         local seconds = 86400-(os.time()-last_auto_backup)
...
looks to be the block of code controlling this in aard_GMCP_mapper.xml
why not just modify the numbers slightly, or just add another local
like backup_mode that you set yourself that is a number rather than: 86400
then you can call that from an alias setting that mush variable
then set the local from GetVariable("yourNewTimerValue")
Seems like 10 min of effort?
I can send you a new version doing something like this if you'd like..
Casting Accelerate does not highlight spell
Note #17512
posted on Bugs
Tuesday, July 4, 2017 @ 13:28
I noticed that casting accelerate does not correctly highlight
the spell in commands: spells/allspells/showskill and the like
However, it does highlight haste. While the effect is shared,
This seems to be in consistent with inertial barrier showing green
and protection evil not (when inertial barrier is cast, rather than pro evil)
It appears that the intention of the highlighting is whether that particular
spell is active on your character at the time of the command (spells/allspells)
being cast - rather than whether the *effect* (i.e. haste mod) is active

Aardwolf Investments!
Note #36771
posted on Ideas
Wednesday, February 8, 2017 @ 21:23
Would be a fun addition to the game to add some sort of investments
Something akin to the lottery system..
Perhaps something related to already existed in-game area/mobs
Would be a fun addition to Aardwolf, and something for people to funnel
Their massive sitting gold reserves into.
Something else enjoyable for bored T9s to have fun with.
Thanks
Yajan
Re: What Happened to Open Tier Eq? ++++
Note #458
posted on Clan
Tuesday, February 7, 2017 @ 20:07
Reply to: Note 457 posted by Yajan

I do appreciate people openly discussing this item.
My apologies if I seemed to be argumentative.
I think the real crux of the issue is that the epic and closed clan tier eq
That I've seen come up through market channels, is often worse than simple
Gameload/skins/Superhero eq. Making me wish there were more choices.
And, wishing nopk clans could throw their hat in the proverbial "EQ Ring"
I would be just as happy to see Epic Eq get a nice boost, or have some of the
Current closed clan raidable eq be re-visited and possibly re-balanced to make
It clearly better than Superhero (200/201) EQ.
- Thanks
Re: What Happened to Open Tier Eq? +++
Note #457
posted on Clan
Tuesday, February 7, 2017 @ 19:26
Reply to: Note 453 posted by Aki

I am not opposed (at all) that the amount of gameload tier eq be increased
I'm just seeing a trend develop in my own eq set, where despite being T3,
I'm using mostly level 200 eq...
The reason being is that most of the items that show up on market,
really aren't any better than what I already have.
And, the reason for that is probably something akin to:
"There's a low volume of well enchanted, raided eq on the market"

In regards to those saying that you can max stats with open clan eq and skins..
You would need to wear primarily skins, which means you're basically gaining
No HR/DR and taking a big hit vs. players who have high-level raided eq.
There's a definite power gap. And, it matters against mobs too.
More Damage = More Kills = Faster PUP speeds = A clear advantage

I don't believe that adding more choices for players in terms of Tier EQ,
Is going to upset some delicate balance between mobs and players.
If anything it might make PUPing a little faster for the non-T9 crowd.
A group of players, that in my opinion, are a clear disadvantage when it comes
to PUPing.
To the point where the idea of "all players can play however they enjoy"
Is immediately met with the counterpoint of:
"If you're not T9, get used to being outmatched in PUPs (instinct),
QP (a lot less bonuses per quest) (mastery/potential) = more PUP speed"
So, it becomes a game of T9 or bust.
Which I don't really think is that great for the game either...
What Happened to Open Tier Eq?
Note #450
posted on Clan
Sunday, February 5, 2017 @ 16:29
Can someone be a sport and explain why there's no open tier eq?
Tiers have become such an integral and "normal" part of the game,
and yet there's no open Tier eq to speak of.
As a clan offering open (non-closed) eq options to players,
I would like for Tanelorn to have tier eq in our shops.
But, I've been told that this is restricted.
I would hope it's not because of some silly argument like:
"Open Tier Eq would kill raiding"
or
"It's not fair to pk clans"
(Yes it is, they can by all their own tier eq right out of their shops)
There must be a sensible reason why players are no longer able
to increase the strength of their worn sets after T0.. right?
And, a few scarce pieces of epic eq doesn't really fit the bill..
So, I'm guessing the argument goes:
"If you want the best eq, you gotta raid the best clans,
And, if you're no-pk, too bad for you.. wait for around for a few
years until a nice piece comes up on market. You'll finish out your sets
sometime in the next 30 years."

Not the greatest situation =[
I guess I'm proposing a small, limited number of open tier eq items per clan
As, having each clan add a large number would probably dilute the value of
raided eq.

Thoughts?
Re: Info Messages +
Note #17210
posted on Bugs
Sunday, January 29, 2017 @ 14:22
Reply to: Note 17209 posted by Cera

So, in response to my own note..
It looks like the original announcement states that
If you toggled both clan and friends on, it should show both
Messages from people in clan, and from people in friends.
I guess the question is what messages were you expecting to see and didn't?
And, what category from INFO would those have fallen under..
And, then which settings would/should be applied based on your configuration.
Re: Info Messages +
Note #17208
posted on Bugs
Sunday, January 29, 2017 @ 14:11
Reply to: Note 17207 posted by Lasher

I'm helping Cera debug it also...
But as a question..
The second and third columns are filtering on top right?
So, if those are on, then person would have to be in both clan and friends..
In order to see?
Also, for some messages (like those not specific to a player)
They wouldn't show at all if those two filters are toggled to ON
Correct?
Re: sense age bug
Note #17203
posted on Bugs
Saturday, January 28, 2017 @ 21:36
Reply to: Note 17202 posted by Samsung

If it's already on ideas board and Shrute mentions it's not a bug..
Why are you re-posting here?
Helpfile clearly says (in green text i.e. it's emphasizing):
"...allowing them to identify targets that might 
...reward above average experience."
Not sure how you can call it a bug when it's spelled out in the helpfile.
Re: Old aura premature?
Note #36655
posted on Ideas
Saturday, January 28, 2017 @ 21:31
Reply to: Note 36631 posted by Schrute

My assumption is that the Flag and Rarekill are unrelated.
The Flag implies that the mob is old.
If the mob is old enough it will give rarekill experience.
I don't think it was ever intended to be a flag implying that you would receive
Rarekill experience...
That's my take at least..
Shiny Platinum Blank Chaos Portal For Sale
Note #47254
posted on Forsale
Wednesday, January 18, 2017 @ 23:52
+-----------------------------------------------------------------+
| Keywords   : platinum blank chaos portal                        |
| Name       : A shiny platinum blank chaos portal                |
| Id         : 1766318445                                         |
| Type       : Portal                    Level  :     1           |
| Worth      : 100                       Weight :    10           |
| Wearable   : hold, portal                                       |
| Score      : 0                                                  |
| Material   : energy                                             |
| Flags      : glow, hum, magic, held, burn-proof, nolocate,      |
|            : nosac, nosteal, V3                                 |
| Leads to   : Nowhere!                                           |
+-----------------------------------------------------------------+
Will throw up on market if I don't find a buyer in the next few days.
Thanks!
Yajan
Room 34314 Has a Trailing Space
Note #16072
posted on Typos
Wednesday, January 18, 2017 @ 22:37
Room 34314 in Cloud City of Gnomalin has a Trailing Space in the Room Name
Trivia Points for Sale
Note #46986
posted on Forsale
Friday, August 26, 2016 @ 14:46
Selling 100 or so Trivia Points for Quest Points
Would like to do something in the 120-130 QP per TP range...
Exact rate would depend on quantity and exchange item
Send me a personal note or tell if interested
Will be remorting soon, and wanted to check before I pull the trigger
Thanks,
Yajan
Want to Transfer TP to QP
Note #46470
posted on Forsale
Saturday, February 20, 2016 @ 14:16
Looking to do a large transfer from TP to QP
Rate: 135 QP per TP
To Transfer: I can buy any stock Quest Eq (up to 221)
PST or send me a note if interested

Thank You!
Yajan