The Gaardian Aardwolf Notes Archive

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Re: Daily Blessing Token Cleanup!
Note #40583
posted on Ideas
Saturday, October 6, 2018 @ 20:16
Reply to: Note 40581 posted by Zoot

I think they should all be tradeable again, especially the area reset tokens.

The main (only?) reason I can recall for their being made owned is that
pranger/shaman subclass union threw a fit and complained that it was diluting
their monopoly on summon life.  I think that's an incredibly minor concern
and should be ignored.
Re: New sho option for pups
Note #40582
posted on Ideas
Saturday, October 6, 2018 @ 15:51
Reply to: Note 40577 posted by Mendaloth


+1
Daily Blessing Token Cleanup!
Note #40581
posted on Ideas
Saturday, October 6, 2018 @ 14:44
Since some tokens are more popular among certain people than other tokens,
it would be nice if you could sacrifice a small pile of tokens in order to
get a gift from the gods in the form of a 'personally' more desired type
of token. Here would be my 'desired' formula:

3 Daily Blessing Area Reset Tokens = 1 Daily Blessing Campaign Reset Token 
5 Daily Blessing Campaign Reset Tokens = 1 Daily Blessing Reset Token
Re: Player names- allow numbers and dash/underscore
Note #40580
posted on Ideas
Saturday, October 6, 2018 @ 00:54
Reply to: Note 40575 posted by Tymme

Can we take Advenchurer off the badname list?
Re: Looting Aq Items
Note #40579
posted on Ideas
Saturday, October 6, 2018 @ 00:04
Reply to: Note 40567 posted by Akhenaton

+1
Re: sh campaigns
Note #40578
posted on Ideas
Friday, October 5, 2018 @ 19:18
Reply to: Note 40568 posted by Zoot

i like this idea too lol, 
New sho option for pups
Note #40577
posted on Ideas
Friday, October 5, 2018 @ 18:29
Pups really are one of the most useful options to see.  Way more useful than
hours online.  I think there should bea swho option for pups.
Re: Player names- allow numbers and dash/underscore
Note #40576
posted on Ideas
Friday, October 5, 2018 @ 16:56
Reply to: Note 40575 posted by Tymme

NO
Player names- allow numbers and dash/underscore
Note #40575
posted on Ideas
Friday, October 5, 2018 @ 16:49
Let's be able to add numbers and hypens/underscores to names.  HotBabe69 is at
least a little more tolerable than the recent influx of Toidiemos and other
backwards names for the completely uncreative.
Allow Clan Leaders to Flag/Handle notes sent to clan
Note #40574
posted on Ideas
Friday, October 5, 2018 @ 16:41
No further information to provide besides subject.

Reasons: would be easier to keep track of clan related items to
make sure that a leader has done something about it.

R
Re: Healing spells revamp
Note #40573
posted on Ideas
Friday, October 5, 2018 @ 15:48
Reply to: Note 40558 posted by Pwar

They do. With augmented healing and regeneration, a moderately pupped yet
nowhere near max SH can do upwards of 6k healing per cast. Currently
as a level 120 something, Incomplete does a little over 2k, whereas Reg does
3k. With augmented, it's closer to 4.5k
Re: sh campaigns +
Note #40572
posted on Ideas
Friday, October 5, 2018 @ 14:15
Reply to: Note 40570 posted by Redryn

I feel like this was in before mob scrambling was added, and mob scrambling
across all areas for SHs was a bit too much?
 
I certainly wouldn't object to rolling a beer goblins mob over something at the
end of the partroxis labyrinth :P
Re: spellup basics
Note #40571
posted on Ideas
Friday, October 5, 2018 @ 13:53
Reply to: Note 40569 posted by Ocho

I don't consider stealth a basic, I wouldn't want to waste it on an automated
spellup argument.  Also prefer accelerate and levitate to haste/fly if I have
them.  Would also consider stats (espec luck) basic, too, so add in those.
 
Or it's just better to use a spellup script at that point....
Re: sh campaigns
Note #40570
posted on Ideas
Friday, October 5, 2018 @ 13:40
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.
spellup basics
Note #40569
posted on Ideas
Friday, October 5, 2018 @ 13:30
It would be nice if there was an option to do s 'spellup basics'
These basics would include fly, pass door, haste, underwater breathing, 
sanc, invis, sneak, pass (and maybe pclass like stealth). The purpose
is for levels 1-100 when you don't have enough mana to do a full spellup
but just need to run a quest or a CP.
sh campaigns
Note #40568
posted on Ideas
Friday, October 5, 2018 @ 10:42
I think it would be neat if for sh campaigns there was a very small random
chance of getting a cp that contained cp targets in all level ranges. Kind of
like a breath of fresh air for those who find certain sh mobs tedious

This is a sort of adjunct to the former Celebrity's cp pile-up idea (40398).

Looting Aq Items
Note #40567
posted on Ideas
Friday, October 5, 2018 @ 01:37
Can we please add alwaysloot flag to the following items ?

Belt from eight armed skeleton in Damned area
Bracelet from Princess Ariadne in Knossos area

Sometimes autoloot/bonusloot states can be forgotten and you kill the mob
and you can't loot the necessary item for the part of the aq and get stuck
for sometime till next repop.

Thanks.
Re: REMOVE LAND OF LEGEND AREA
Note #40566
posted on Ideas
Thursday, October 4, 2018 @ 23:43
Reply to: Note 40564 posted by Bonky

May be a troll note, but I do kinda agree, or at least rework its theme a bit,
or something.  Not like it's the only area that's a bit out of sorts (longnight
kinda does too, tho at least demons and such make it feel more fitting), but it
definitely feels like it doesn't quite belong as-is.
REMOVE LAND OF LEGEND AREA
Note #40564
posted on Ideas
Thursday, October 4, 2018 @ 23:34
REMOVE IT
Re: Healing spells revamp +
Note #40563
posted on Ideas
Thursday, October 4, 2018 @ 20:59
Reply to: Note 40560 posted by Tymme

Priests have the best healing out of combat, not counting reciting scrolls 
 (though they also have the best there if you use regen scrolls i guess?)

In combat though, they're basically the same as everyone else.
Healing touch has some limited impact in low level pvp I suppose, but only
 works to heal an ally and not yourself.
Re: Amulet of Aardwolf
Note #40562
posted on Ideas
Thursday, October 4, 2018 @ 14:32
Reply to: Note 40561 posted by Icarus

Why not make all items viableto sell back to questor for 1/2 price?

Mondaine
Amulet of Aardwolf
Note #40561
posted on Ideas
Thursday, October 4, 2018 @ 14:27
For us noobs who don't know better, maybe make the Amulet resellable
to qmaster or perm lvl 1.
Re: Healing spells revamp
Note #40559
posted on Ideas
Thursday, October 4, 2018 @ 13:15
I am going to slightly shift directions here and make a suggestion
which I think could start to show a path to a really good place in regards to
classes being more unique and desirable.

Currently, we have a few codes for efficacy for combat spells/skills, dodges,
and a few other aspects of the game. I think that consistently applying this
code, with greater or lesser degrees of efficacy, to essentially all
spell/skills that are deemed to be genuine 'class' skills would start
to make a lot of things click.

I think we can all agree that cleric's healing spells are great examples
of a cleric 'class' skill/spell, in the same way that combat spell/skills are.
If the same reduction of efficacy were applied to heal, then healing potions
would also become less effective for certain groups. I think the current stave
changes really highlights the potential of this - Spellcasters get the
best effect regarding # of targets, hybrid classes get a good effect, and
melee get the worst effect. If this were applied to most spells/skills
then most classes will start to shine a little more and people will no longer
essentially be 'cookie-cutter characters with a twist'.

Applying this to skills such as 3rd, 4th, 5th attack, dual wielding, etc, could
easily serve to not create a sudden imbalance of power (as we all know spells
tend to be very powerful here whereas skills are less so).

Without changing the skills, or adding new features, each class will have a
greater impact on our characters. 

Ideally, I feel this should be applied to most spell/skills. Attacks,
spellups, enchanting spells, utility skills, healing, etc.

In the end, I believe this will result in players having the best aspects
of their pclass, and passable aspects of other classes that share their
pclasses nature (spellcaster, melee, hybrid), and not-so-good aspects of
the classes that are not of their nature. Melee classes would excell at their
class skills, have good versions of other melee class skills, yet have less
than desired apect of spellcasting class skills. Hybrids would get ok versions
of most things not of their pclass resulting in being well-rounded yet 
worse than warriors in melee aspects and better in spellcaster aspects, etc.

A few things will need ot be adjusted though, such as giving melee classes
a path to having high stats from skills (currently very little exists here) and
making sure that the least-effictive versions of skills isn't awful, but rather
that they are 'less than desired'. Noone should be forced into, say, having
a heal spell with 25% of the current potency, or spellups that are
adding token  amounts of stats/resists/dr/etc (like 4 each).

Mondaine
Re: Healing spells revamp
Note #40560
posted on Ideas
Thursday, October 4, 2018 @ 12:53
Reply to: Note 40558 posted by Pwar

> Anyone else have any thoughts on what might improve things?
 
Haven't played/grouped with cle to see, but how does regen/etc compare to
incomplete healing?  I feel like Cle should really have the biggest healing
powers both in and out of combat, and not sure that's the case?
 
Toss in some heal-over-time spells,  allow heal to multicast for cleric, etc.
Probably several things that could be done, but just hard to give specifics
on a class not personally played much.
Healing spells revamp
Note #40558
posted on Ideas
Thursday, October 4, 2018 @ 12:39
It would be nice if while being pcleric it felt like your healing was
actually doing something. Currently potions seem to handle the role of
healing and do a far better job than a pcleric could hope to by casting
their heal spells.
 
It would be nice to see clerics being relied on for a
necessary group function (healing people). This may be an unpopular
thought but it feels like heal potions are overpowered in general (what
other potion or staff can perform better than the pclass using the
skill/spell themselves).
 
Maybe the heal potions could have an increased
cooldown in between uses, their effect lessened, or increase the healing
from pcleric classes to be more in line with what someone can get from
simply spamming "quaff potion" that takes literally no mana and only small
amounts of gold. It just seems really sad that as a pcleric it's more
efficient to run around spamming quaff potion on heal potions than to use
the actual healing spells of your class. Anyone else have any thoughts
on what might improve things?
Staves
Note #40556
posted on Ideas
Wednesday, October 3, 2018 @ 08:48
Allow staves to hit everything in the room, code it similiar to hammerswing
and do no damage after 4. Reducing the number it hits I think is also
allowing for people to pay less attention to mob count in the room.
Random deaths from attacking to large of a room is a good thing.


Nasus
Re: retreat to work even when not in combat.
Note #40555
posted on Ideas
Wednesday, October 3, 2018 @ 08:29
Reply to: Note 40342 posted by Celebrity

+1
I was just thinking this, like how survey works.

Ralyn
Re: Bring Back the Debate Channel +
Note #40554
posted on Ideas
Wednesday, October 3, 2018 @ 05:53
Reply to: Note 40553 posted by Wars

> We were told we wouldnt be told to "move it to another channel" since 
> some imms seem to disagree with this and continue to ask us to move it to 
> another channel then yes maybe Debate should come back.

I'd rather those imms be told to back off.
Re: Bring Back the Debate Channel
Note #40553
posted on Ideas
Wednesday, October 3, 2018 @ 00:50
Reply to: Note 40550 posted by Decimator

When debate was removed it was so we would have more convos on channels like 
gossip. We were told we wouldnt be told to "move it to another channel" since 
some imms seem to disagree with this and continue to ask us to move it to 
another channel then yes maybe Debate should come back.

-Wars
Re: Bring Back the Debate Channel
Note #40552
posted on Ideas
Tuesday, October 2, 2018 @ 23:31
Reply to: Note 40550 posted by Decimator

There's been talk of IRC-style channels before; I don't remember the reason it
wasn't really added- lower priorty, too complex?
 
Why not use the group system as a template?
 
chan create  ()
chan set >
chan invite|kick 
etc.
 
Talk via 'chan  ' (easy to alias and prevetns command abuse)
and all just use simple [Player@hanname]: or something for output.
 
Can be just as (non)permanent as groups, have one 'leader' with access to admin
commands, and so forth; only difference being the key for private chans to
prevent kicked or unwanted randoms from (re)joining.
 
 
Then you can take it to Debate, Disbate, Datbate, GoDebateYourself, or whatever
other channel you want, with whomever you want.
7x SH
Note #40551
posted on Ideas
Tuesday, October 2, 2018 @ 23:14
Currently, at 7x remort you need to not be wearing eq and must not be affected
by anything to superhero.
 
With stats being saved at SH now, is there a reason for this? If not, can we
remove these requirements when 7x remort.
Bring Back the Debate Channel
Note #40550
posted on Ideas
Tuesday, October 2, 2018 @ 23:02
Every so often a lengthy discussion will come up, normally on Gossip.
When I was last active, such discussions would be directed to the Debate
channel, which was intended for just that purpose.  It also prevented
excessive amounts of messages from said discussion from spamming the rest
of the MUD who left Gossip turned on.

I propose that the Debate channel be brought back, either as a curse or
no-curse channel, so that these discussions can continue without
unnecessarily disrupting a large majority of players who leave
general discussion channels on, but who do not participate in these types of
discussions/debates.

I understand that the Debate channel was removed before because it was
potentially considered redundant with the Curse channel.
I would argue that the Debate channel fulfills a unique role that the
Curse channel, being a "general discussion" channel, does not.

It is due to the lack of channels conducive to longer discussions
about weightier or controversial topics that I propose bringing back the
Debate channel.


Thank you,
Deci
Re: retreat to work even when not in combat. +++
Note #40549
posted on Ideas
Tuesday, October 2, 2018 @ 22:12
Reply to: Note 40547 posted by Mannec

If detect hidden (and invis) was not applied to 95% of mobs that have aggro
flag, I'd agree.
Re: retreat to work even when not in combat. ++
Note #40548
posted on Ideas
Tuesday, October 2, 2018 @ 22:07
Reply to: Note 40348 posted by Celebrity

It seems to me that Crawley has the right of it. Peacetime retreat would break
the game.
Re: retreat to work even when not in combat. ++
Note #40547
posted on Ideas
Tuesday, October 2, 2018 @ 22:02
Reply to: Note 40546 posted by Tymme

its called 'sneak'.
Re: retreat to work even when not in combat. +
Note #40546
posted on Ideas
Tuesday, October 2, 2018 @ 21:42
Reply to: Note 40347 posted by Mannec

Your journey was broken by the need to defend yourself.
 
Semi-related, which is why I replied instead of new note-  subclass ability
that has a chance to ignore normal aggro flag (but not greet/grall mprogs) if
you run into and continue out of the room with the aggro mob.  Stops the "need
defend yourself" stopped-run situations.
 
Could work like web with a percentage chance each time encountering an aggro
mob, or could be contested (player dex vs. dex of aggro mob).
Re: Mob affect idea +
Note #40545
posted on Ideas
Tuesday, October 2, 2018 @ 21:13
Reply to: Note 40543 posted by Fiendish

Does a mob already do that?
Re: Mob affect idea +
Note #40544
posted on Ideas
Tuesday, October 2, 2018 @ 21:10
Reply to: Note 40543 posted by Fiendish

Sounds like a terra boss mob.
Re: Mob affect idea
Note #40543
posted on Ideas
Tuesday, October 2, 2018 @ 20:54
Reply to: Note 40542 posted by Teleron

Where I come from we listen to conservative talk radio and ride horses to school.
Mob affect idea
Note #40542
posted on Ideas
Tuesday, October 2, 2018 @ 20:49
Where I came from, we had an affect that had to be dispelled from a mob
that would send the weapon damage back to the wielder. It would be
something for epics, but not for normal areas.
I was talked into suggesting the concept. It could be something more than
a mob just doing direct damage.
Re: New Feature - Fishing +++
Note #40541
posted on Ideas
Monday, October 1, 2018 @ 07:23
Reply to: Note 40540 posted by Uuna

Not sure which this was in reference to- my comment in this thread was in
general response to "turn Aard into WoW (or other MMO)".
 
There was a bug/idea tracker, but given there aren't a large number of imms and
they have other things to do, it was just duplicated efforts that took time
away from actual development.  Ideas board has a long timeout and is archived
by Lasher to read/review as needed.
Re: New Feature - Fishing ++
Note #40540
posted on Ideas
Monday, October 1, 2018 @ 04:08
Reply to: Note 40521 posted by Tymme

And the keyword here is 'probably'. I * certainly * can't remember all those
ideas suggested, rejected, or widely supported that have been put on the ideas
board. What we really need is some kind of ideas list which includes details
of the idea, suggestions on how it can be implemented and a record of those
who have proposed and supported it.

Then we can avoid duplication of ideas wether good, bad or unworkable. Maybe
this needs to be done on the WIKI site to help facilitate better capture of
ideas. This way the ideas board can be more easily viewed in terms of its
threads and we can stop having the same suggestions being rejected again and
again. 
showpretitle
Note #40539
posted on Ideas
Monday, October 1, 2018 @ 00:26
If you have nopretitle on, showpretitle  will show the name with their
pretitle instead of having to nopretitle;who/whois/whatever;nopretitle .
Re: Tax rate claninfo
Note #40538
posted on Ideas
Sunday, September 30, 2018 @ 19:55
Reply to: Note 40537 posted by Tymme

In my humble opinion, I think it's needed... players should see how/when tax
rates change in a clan. Especially if they are considering joining a clan.

My 2 cents,
Mordist
Tax rate claninfo
Note #40537
posted on Ideas
Sunday, September 30, 2018 @ 19:49
This generally gets "played with" like promotions/demotions and other things.
Is there any real reason to broadcast it to the MUD?  The info is also always 
visibile in claninfo  anyway, if it's ever an issue or not 0%.
daily snooze
Note #40536
posted on Ideas
Sunday, September 30, 2018 @ 12:19
Sometimes daily gets outta whack vs a preferred schedule (before work, after a
class, whatever).
 
daily reset  would act as though you'd gotten a blessing for the day and
be unable to request one for , similar to after daily expires or is
all used for a day.
 
It's possible to do this now by just not requesting a daily until next "cycle",
and probably argue that it's better to take one late than miss... but you can
typo when trying to wait and daily prompt either sits all day or you may forget
to turn it back on if you toggle it off.
Re: zombie corpses ++
Note #40534
posted on Ideas
Saturday, September 29, 2018 @ 18:57
Reply to: Note 40531 posted by Riot

Yeah I suppose if you wanted the zombies to increase in power over time rather
than disintegrate you'd have to do something like if zombie.keyword
(ZombieZoot, for example!) already exists, then don't create another zombie. I
understand this would severely limit our zombie pool, but maybe it would help
avoid a zombiepocalypse!
Re: zombie corpses ++
Note #40533
posted on Ideas
Saturday, September 29, 2018 @ 18:56
Reply to: Note 40531 posted by Riot

sounds like a plan.  not easy on the old k/d ratio, but hey - if ya wanna
rule the world, ya gotta commit, ya gotta be willing to break a few heads -
even if theyre your own.

oh wait - who said you can control them?  so, not so much an army as a ragtag
scattering of dangerous wildlife.
or you know, wild-unlife.
Re: zombie corpses +
Note #40532
posted on Ideas
Saturday, September 29, 2018 @ 14:18
Reply to: Note 40529 posted by Khaleesi

>I like it.
 
Great! So when we PK you... excuse me, PURGE you, you'll create a corpse with
more IQ! It might even be able to do math!
 
I'm all for an idea that increases math awareness!
 
This actually would be a cool idea for Halloween events, though.
 
Mr. Crowley
Re: zombie corpses +
Note #40531
posted on Ideas
Saturday, September 29, 2018 @ 13:50
Reply to: Note 40527 posted by Mannec

so whos joining my to die 100 times with crap eq to have a zombie army?

sorry this is why i dont like this one