Reply to: Note 41010 posted by Redryn > Would make them give a tangible and significant boost, as the stat bonuses > that you currently get are of limited utility to maxxed out players Wait, did you hear that? It's the other 95% of the MUD all playing the world's smallest violins. As evidenced yesterday, there's still a market, there's still people who want to buy them to use, or to collect. Don't think there's any problem with it.
showing 50 most recent notes on the Ideas forum
Re: Imm pills/potions
Saturday, December 8, 2018 @ 09:15
Re: Imm pills/potions ++
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?) -Rob
Re: Imm pills/potions +
Saturday, December 8, 2018 @ 08:13
Reply to: Note 41012 posted by Zagyg Sure players get a good boost, for all of about 15 minutes maybe. Is that really a problem? And if the boost is valuable, prices for such pills will go up significantly
Re: Imm pills/potions
Saturday, December 8, 2018 @ 07:16
Reply to: Note 41010 posted by Redryn Certain players getting certain pills throws off the balance.
Re: Imm pills/potions
Saturday, December 8, 2018 @ 00:21
Reply to: Note 41010 posted by Redryn where I second this idea. Fantastic suggestion.
Saturday, December 8, 2018 @ 00:14
It would be cool if imm pills/triv pots/special limited pills/pots would give a random subclass spell buff, e.g. desecration, power projection, timeshifting, gaia, etc. Would make them give a tangible and significant boost, as the stat bonuses that you currently get are of limited utility to maxxed out players
Re: trivia portal to manor ++
Thursday, December 6, 2018 @ 20:54
Reply to: Note 41008 posted by Tymme my thoughts exactly. mmm, manor trading is still a possibility. it shouldnt be too hard to code in a check to only allow owner/spouse to use a manor portal. worst case scenario, you might be left with a portal you couldnt use. assuming you didnt include the portal with the manor transaction. are trivia portals even reownable? ive never needed to know :p
Re: trivia portal to manor +
Thursday, December 6, 2018 @ 20:42
Reply to: Note 41007 posted by Throxx Cursed prevents recall and home; portal might be nice there. Dunno how that would work with possible manor ownership changes, but does that even happen any more?
Re: trivia portal to manor
Thursday, December 6, 2018 @ 20:14
Reply to: Note 41006 posted by Mannec why would you want/need this, when you have the home command? it would seem quite a waste of tp jsut for shopping at soemone elses manor. just sayin
trivia portal to manor
Thursday, December 6, 2018 @ 20:13
Thursday, December 6, 2018 @ 16:40
Reply to: Note 40996 posted by Mordist I wonder how useful this would be in practice. Some of the socials are quite **unique**, and I would say are pretty darn hard to categorize. Given that, a lot of the categories will be so arbitrary so as to make the category not very useful. Imms obviously know better the help file system than I do, but I also wonder if something like this fits the system that Aard has. Are there any other help files that aim to track and somehow list 2K different items in a way that is useful and easily maintained as new socials are added and removed?
Re: area resets [from Forsale] +
Thursday, December 6, 2018 @ 01:00
Reply to: Note 41002 posted by Akhenaton Sorry for 2nd note, but I forgot to mention If it ever happens, leave spark from inferno as it is, since it's an epic reward and should be fully functional.
Re: area resets [from Forsale]
Thursday, December 6, 2018 @ 00:58
Reply to: Note 41000 posted by Myth Yes please remove noreown flag from Area Reset Tokens And Prevent them being used in gqs!
Necro ability- light touch
Wednesday, December 5, 2018 @ 22:35
As necromancers work with dying and the dead, they adopt a much lighter touch when dealing with brittle materials. This allows them to preserve these items for slightly longer than the average user. Necro ability which will extend a rot timer by some percent (50-200?) of its current value, based on caster's wis. Adds teh recharged flag to prevent using it again; maybe instead of or with a short cooldown. (For some reason I feel like something like this already exists, besides preserve?)
area resets [from Forsale]
Wednesday, December 5, 2018 @ 19:39
On the back of note #49525 on Forsale [named: Zagyg: area resets] Remove the "noreown" flag from the DB area reset tokens, and see the market bloom.
Re: Socials: +
Wednesday, December 5, 2018 @ 18:31
Reply to: Note 40998 posted by Tymme Well, I cannot argue with your idea, but we tend to go with the route that doesn't take away from possible new game additions with Lasher's free, but limited, time. So yes, your idea would be great and maybe some time it will get added, but until then I agree with your final point and think this is a middle-ground worth exploring. :) Thanks for the input Tymme! Mord
Wednesday, December 5, 2018 @ 18:15
Reply to: Note 40996 posted by Mordist I would personally rather have this be a structure within the socials them- selves, like how a social can be flagged curse, it could be flagged clan, funny, nice, mean, pervy, wtf, and so forth. Primarily for a few other uses, like "*random JoeTarget nice", and ability to see a ranking of most-used socials with the same filters. OTOH, it's a lot easier add helpfiles to the game than it is to add code, so...
Wednesday, December 5, 2018 @ 17:59
Hello everyone, Due to how many socials we have (and are proud to have), I was thinking it may be time to create a helpfile index for them! I thought it may be best to index them according to 'category'... So you can look at the indexes and more easily find a social that fits what you're looking for... and also maybe get more of a variety of socials as they are all indexed! If you have any alternative ideas, or if you agree and wish to help organize them, please feel free to post it here! Thanks all, Mordist
Re: Donation Double EXP
Wednesday, December 5, 2018 @ 10:38
Reply to: Note 40994 posted by Limunious I would think many people would like to keep that private.
Donation Double EXP
Wednesday, December 5, 2018 @ 10:31
As opposed ot the random Double exps that are used to show that donations are open. (the 10 minute ones) How about we do something different to pay a little tribute to those those who do donate to the game. I loved a game I played on that would give 1 minute of double exp per 5usd donated to the game. And the message would be similar to how the game acknowledges everyone for going loud. It could also happen on the hour. so on the hour the double exp message would fire and would say something similar to "Double Experience for 14 minutes thanks to xxxxx, yyyyy, zzzzz, and rrrr" could also help spur some more donations and people coordinating their donations as well!
Re: Corpse Retrieval: +
Wednesday, December 5, 2018 @ 09:35
Reply to: Note 40992 posted by Akhenaton I agree, this is a good idea. Many times I've had to drop items off my own character just to help a newbie who ended up in a really bad spot. Consent should be required still.
Re: Corpse Retrieval:
Wednesday, December 5, 2018 @ 01:45
Actually this is a good idea. Consent still has to be given to the helper/carrier tho.
Wednesday, December 5, 2018 @ 01:22
Helpers and Advisors should get to carry OTHER people's corpses with no weight change. Maybe just one corpse at a time or something. Maybe only under certain level restrictions or something. I only suggest this because I know sometimes my time is limited and I can't wait for the newbie to tag-along and get lost, etc. But, they do still need to get their corpse in a possibly very aggro room. Mordist
Remort and recovery timers
Tuesday, December 4, 2018 @ 17:02
Remort should reset recovery timers on Projection, Gaia's, etc...
Allskills and Allspells
Monday, December 3, 2018 @ 11:15
Could it be setup so that when someone types allskills, they get allspells? It might help to reduce the confusion about why we only have a command that sounds like it would only show spells.
Eqsearch and Alignment
Sunday, December 2, 2018 @ 21:11
Either have it toggle for your alignment, show a Flag for the flags (AG) (AN) (AG) or somehow make it so that you can see items that will require you to toggle the flags. R
Re: Wanted: Personal Note/Tell Notification
Sunday, December 2, 2018 @ 15:39
Reply to: Note 40985 posted by Shala >I idle a bunch and there are times when I wake up to a WANTED flag. It would >be nice to get a tell, or a personal note letting you know you've been set >and who set you. \\\AddTrigger("wanted", "^([a-z]+) has placed an outlaw bounty on your head[.]$", "tell shala %1 has set me wanted!", 49 , -1 , 0, "", "") Paste that into your command line. Abe
Wanted: Personal Note/Tell Notification
Sunday, December 2, 2018 @ 14:56
I idle a bunch and there are times when I wake up to a WANTED flag. It would be nice to get a tell, or a personal note letting you know you've been set and who set you.
Sunday, December 2, 2018 @ 14:36
allow empty containers to be put inside other containers. keeping collectible containers makes inventory ugly otherwise :/
Re: Fido/Mail Improvement ++
Sunday, December 2, 2018 @ 10:53
Reply to: Note 40982 posted by Tymme The only reason I can think of that you have to contact an imm for a divorce is that people who are angry at each other might be less likely to 'rage divorce'. On the other hand, an imm is never going to turn down someone who asks for a divorce, so it might be nice to themeatically make them go to the 'aard town hall' to 'divorce playername' hehe. Confiscate is similar. An imm isn't going to turn down a player who wants to confiscate items, so as long as you're still charged the tps for doing it yourself I don't see what the difference would be. If we want to make it more foolproof could make it so you can only confiscate from your spouse, random players require an imm's help. (divorcing a player should just automatically confiscate items to/from)
Re: Fido/Mail Improvement +
Sunday, December 2, 2018 @ 10:35
Reply to: Note 40981 posted by Starling I kinda agree with first option, but not with global confiscate- no reason to go through every single pfile. Either you know where something's at or it's lost. The only rason I can think this wouldn't work is if it can't be determined that a player is jailed/frozen/banned/etc. Original idea was more the other direction, though; not as sure on that one. Does sent stuff just go straight to pfile? If so, what items limits are used, what was set at logoff, base stats, etc? Loading up players also puts them linkdead, may be abuseable? If it's owned eq and not direclt on pfile, how is it recovered? What kind of (semi-reliable) checks to make sure it's not being sent to an alt? Et cetera.
Re: Fido/Mail Improvement
Sunday, December 2, 2018 @ 02:23
Reply to: Note 40980 posted by Wars Why not make confiscate a player command? 'confiscate confirm' to confiscate all owned eq back to your pfile for 2tps. 'confiscate divorce confirm' for free confiscate after divorce. I would imagine there's some overhead involved with searching through pfiles and picking out your owned eq, but this doesn't strike me as the sort of thing that is going to be used all the time. If the overhead is a problem, a modest cooldown of 20 minutes would more than deal with it. No idea how much imm time it would actually save, but it's one less thing.
Sunday, December 2, 2018 @ 01:49
Unfortunaetly its not always easy to catch my spouse/someone as much as I would like to. Would be awesome to be able to send things to players that are offline at a fee. Would be particualy useful in spouse situations and lighten the load on allready busy Imms by reducing the amount of confiscates. And its not always easy to find a imm vis for these small things. -Wars
Re: Reason for setwanted
Saturday, December 1, 2018 @ 10:14
Reply to: Note 40969 posted by Sparhawk If this goes in, my first act will be to setwanted you and tell everyone with the backing of my hard earned tp that you keep charging my rooms and stealing my cp mobs on purpose. Are the imms supposed to also police lying?
Re: Reason for setwanted
Thursday, November 29, 2018 @ 22:22
Reply to: Note 40969 posted by Sparhawk sounds fun with curse restrictions. also if it ever hapoens , adding reason sbould require an additional tp or two.
Re: Reason for setwanted
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: Reason for setwanted ++++
Thursday, November 29, 2018 @ 12:31
Reply to: Note 40974 posted by Mitsuda Agree- even if wasn't regularly abused, there would still need to be more done for the outlying situations than already exists. Other channel messages can be controlled with nochan/etc., but there's nothing (afaik) blocking setwanted. Global echoes/restores, info messages, etc., all get filtered first, and don't see the benefit or reason to make setwanted different.
Re: Reason for setwanted ++++
Thursday, November 29, 2018 @ 12:10
Reply to: Note 40974 posted by Mitsuda | I vote to reserve Lasher's coding time for more useful features that do not | introduce another avenue for harassing other players and more work for the imm | team. Buff pthief! :D
Re: Reason for setwanted +++
Thursday, November 29, 2018 @ 11:51
Reply to: Note 40973 posted by Redwood So would this also conform to ignore rules as well? If I ignored you and you sentwanted me with some jerk/harassing message, would it show to me and the rest of the mud? Who cares why someone setwanted someone? I can't see a usecase where this makes much sense other than an opportunity to abuse in some way (regardless of being able to police this through imm enforcement, bans, freeze, gag, whatever). I vote to reserve Lasher's coding time for more useful features that do not introduce another avenue for harassing other players and more work for the imm team. -1 -1again.
Re: Reason for setwanted ++
Thursday, November 29, 2018 @ 11:48
Reply to: Note 40972 posted by Mitsuda ya, then you get jailed or frozen. same with being able to say whatever you want on public channels. almost everything communication based here is abusable or misusable. I still support this option. log it with imms and have a steep punishment for anyone abusing it (freeze).
Re: Reason for setwanted +
Thursday, November 29, 2018 @ 11:47
Reply to: Note 40971 posted by Redwood Seems abusable to me. Great spot for messages like "Is a huge **** ***" etc. -1
Re: Reason for setwanted
Thursday, November 29, 2018 @ 10:13
Reply to: Note 40969 posted by Sparhawk I like this, would be cool to set an optional message like this.
Thursday, November 29, 2018 @ 08:54
Reply to: Note 40965 posted by Dillon The main point of awareness is to block the backstab skill, not to add resistance (which would protect against all damage).
Reason for setwanted
Thursday, November 29, 2018 @ 08:51
We should let people put a reason behind why they are setting someone wanted! Exmaple: INFO: Vost has been placed on the wanted list by TrEz! (reason: killed my cp mob)
Thursday, November 29, 2018 @ 07:43
Reply to: Note 40967 posted by Dillon Covered in help di-clans, last point. Remove clannie, find friend, remove friend, remove from flist, kill, readd flist. Still seems to be plenty of people being setwanted, many don't clear it right away... figure out who's who and don't setwanted them, kinda like not going HC when I'm SH ninja and bored :P
Thursday, November 29, 2018 @ 04:46
So, I, and probably more, think setwanted is somewhat of just a pk loss and 500k gold to a clan mate... Clan mates are loyal to one another and if not, there is a traitor flag. Therefore, I suggest to remove being able to kill a wanted ally/friendly/clan mate. Maybe include hardcore as well? It makes the 2tp more worth it for rival clans/players to kill wanted players. cheers, Dee
Thursday, November 29, 2018 @ 03:25
I say this skill is very useless unless some tweaks are made to it. I can see this skill was made for the resistance towards backstab, which should have originally been pierce. However, it adds pierce resistance which is not the damage of most of Aardwolf players. My suggestion is to give it a boost to a resistance to all physical/magic It's like berserk/frenzy in reverse (Reltubydoc) Dee
Retier/class creation addition
Wednesday, November 28, 2018 @ 22:44
I know you can currently use help pages and all of that in the retier/class creation setup area. It would also be nice if you could use the SHOW command during that process, so when you're looking at classes and skills and all of that you can decide which class you might choose based on what level you're learning certain skills. Would be quite helpful. Thanks, -Emile Antoon Khadaji
Defender Subclass Skills
Wednesday, November 28, 2018 @ 22:41
First Skill idea - Draws auto-aggro when entering a room to focus on the defender, kind of like a reverse dodge, where the skillcheck has to be a success. Second Skill idea - Defenders are able to gain a bonus with a sword/board item combination, OR allowed to dual wield while "floating" a shield, however they do reduced damage while doing so. This would allow for a way so that Defenders would have the ability to increase defensive capabilities, but also not do ridiculously high dmg.
Re: clan talk +
Wednesday, November 28, 2018 @ 19:56
Reply to: Note 40959 posted by Tymme rt light yell UR CLAN SUX0R!