The Gaardian Aardwolf Notes Archive

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Re: optional age request on creation ++
Note #39713
posted on Ideas
Friday, May 11, 2018 @ 09:12
Reply to: Note 39712 posted by Impurifan

Or, you know, you could respect their privacy. If Abelinc wants you to know,
he'd tell you. If his child wanted you to know, you'd know.
 
Don't be a jackass.
 
Mr. Crowley
Re: optional age request on creation +
Note #39712
posted on Ideas
Thursday, May 10, 2018 @ 22:50
Reply to: Note 39703 posted by Abelinc

ooo guesses on who abelincs aard-playing child is....

my money is on reltubydoc
over weight/item limit messages
Note #39711
posted on Ideas
Thursday, May 10, 2018 @ 14:34
Malevolent {chaos} Luggage is too heavy for you to lift.
 
Can't exactly think of the math on it w/ a container, but adding the amount of
add'l weight/item capacity needed would be helpful, espec since you can't
figure it out without first being able to hold it.
 
Malevolent {chaos} Luggage is too heavy for you to lift.  You need at least
113 more weight capacity to carry it.
 
or just 
 
You need to an additional 123 weight avaialble to lift Malevolent {chaos} Luggage.
Re: instinct prot evil + inert +
Note #39710
posted on Ideas
Thursday, May 10, 2018 @ 12:07
Reply to: Note 39707 posted by Abelinc

I want a helm of sanc!
 
Maybe incorporate aflags into affects, with an indicator of instinct, and
expand aflags itself to also include it:
 
>aff
...
You are affected by 3 skills, 22 spells, and the following affects:
sneaking, protevil (+11 instinct), protgood, sanctuary (+22 instinct),
flying
 
>afl
Affect Flags: sneaking
              protevil  (+11 instinct)
              protgood
              sanctuary  (+22 instinct)
              flying

Re: instinct prot evil + inert ++
Note #39709
posted on Ideas
Thursday, May 10, 2018 @ 10:53
Reply to: Note 39708 posted by Escobar

Technically true though
Re: instinct prot evil + inert +
Note #39708
posted on Ideas
Thursday, May 10, 2018 @ 08:09
Reply to: Note 39707 posted by Abelinc

"Sanctuary won't be highlighted when you are affected by Biofeedback or
| are wearing a helm"
MARK IT DOWN PEOPLE, THE DAY ABE MADE A MISTAKE!
Re: instinct prot evil + inert
Note #39707
posted on Ideas
Thursday, May 10, 2018 @ 08:09
Reply to: Note 39706 posted by Vilgan

>My understanding is that the protection evil instinct also
>works with inertial barrier. However, this is somewhat confusing when
>looking at instinct with spells active because protection good is highlighted
>while protection evil is not.
>
>Suggestion: If affected by inertial barrier, highlight protection evil
>on the instinct screen.

I think that it would be confusing either way, but at least the way it
works now is consistent. The highlighting when you type instinct works 
exactly the same as the highlighting when you type "spells"

Sanctuary won't be highlighted when you are affected by Biofeedback or
are wearing a helm, and Haste won't be highlighted when you're wearing 
boots or under wraith form.

Perhaps there could be an additional modifier to "spells" and "instinct"
commands, like "effects", which highlights all versions of equivalent
spells/skills.

So typing "spells effects" when hidden would highlight hide, chameleon
power, and pass without trace, for example, and typing "instinct effects"
would highlight prot evil, haste, and sanctuary when appropriately affected.

Abe
instinct prot evil + inert
Note #39706
posted on Ideas
Wednesday, May 9, 2018 @ 14:31
My understanding is that the protection evil instinct also
works with inertial barrier. However, this is somewhat confusing when
looking at instinct with spells active because protection good is highlighted
while protection evil is not.

Suggestion: If affected by inertial barrier, highlight protection evil
on the instinct screen.

Vilgan
train costs
Note #39705
posted on Ideas
Wednesday, May 9, 2018 @ 13:24
Allow 'train costs' outside of trainer rooms similar to train/train totals.
Set hardcore while wanted
Note #39704
posted on Ideas
Sunday, May 6, 2018 @ 14:19
Right now you can't turn on hardcore if you have a wanted flag. I imagine the
original reasoning was that they're redundant, but it mainly leads to people
having their clannies kill them so they can turn on hardcore and get the
bonuses. Is there any way we could set hardcore while wanted? Maybe make it so
that getting PKed then removes both flags, or so that turning on hardcore
overrides wanted?
Re: optional age request on creation
Note #39703
posted on Ideas
Sunday, May 6, 2018 @ 13:19
Reply to: Note 39699 posted by Fenix

>in attempts to help further censor r rated channels, maybe an optional age
>request on creation could keep under age players from stumbling onto
>unappropriate channels. 

This is kinda silly when you think about it, and I HAVE a child who 
plays Aard.

1) IF it's optional that the person creating requests it, then
  a) they're already aware enough to have chosen it. So they're 
     already aware enough to just keep the curse-optional channels 
     off if they so choose. The nocurse toggle gives you a big 
     warning when you turn on curse-allowed channels.
  OR
  b) they already will simply NOT choose it in order to bypass
     netnanny restrictions like this. People under iirc 14 were
     not allowed on Facebook. So kids just put in a different
     birthdate. They're already used to stuff like that.

>it will also make me not feel so bad when saying bad
>things to people of age while joking around.

If for some reason this were to be implemented, then you absolutely 
should NOT be able to see it, so you wouldn't know when to feel bad. 
There's no good reason to paint a target on the back of kids. That's 
pretty much Net Awareness Training rule number one for kids taught
in elementary school: don't give your age on the Internet, ever.
It's right before not telling anyone where you live or that your
parents aren't home.

Abe
Re: optional age request on creation +
Note #39702
posted on Ideas
Sunday, May 6, 2018 @ 13:05
Reply to: Note 39700 posted by Crowley

Exactly. It's like the age request things on websites about M rated games.

When I was youger I'd always put 1/1/(whatever year the mouse scroll stopped
at).
Re: optional age request on creation +
Note #39701
posted on Ideas
Sunday, May 6, 2018 @ 01:20
Reply to: Note 39700 posted by Crowley

well, expect other 11 year olds. maybe a kids channel too?
-Fenix
Re: optional age request on creation
Note #39700
posted on Ideas
Sunday, May 6, 2018 @ 01:18
Reply to: Note 39699 posted by Fenix

Two things though. If it's optional and I'm underage, not doing it. If it's
required and I'm underage, I'm lying through my teeth about it. No one wants to
talk to an 11 year old, but if I say I'm 33, then...
 
Mr. Crowley
optional age request on creation
Note #39699
posted on Ideas
Sunday, May 6, 2018 @ 01:15
in attempts to help further censor r rated channels, maybe an optional age
request on creation could keep under age players from stumbling onto
unappropriate channels. it will also make me not feel so bad when saying bad
things to people of age while joking around.
-Fenix
Re: Masq goal reward
Note #39698
posted on Ideas
Saturday, May 5, 2018 @ 23:01
Reply to: Note 39697 posted by Tymme

I wrote a trigger to drop and sac it.  Problem solved, at least acceptably
enough for me.
Masq goal reward
Note #39697
posted on Ideas
Saturday, May 5, 2018 @ 14:25
Unlimited access to parts of mansion is nice, but how about a post-goal reward
for not getting the picture from the photographer?  It's (maybe) funny once
and after that just spam.
 
At least make the picture melt-drop so it doesn't leave clutter when dropped.
gq prog
Note #39696
posted on Ideas
Friday, May 4, 2018 @ 13:04
Though it's color-coded, add the GQ type to the top line in gq progress:
 
Showing (All Players) Global Quest # 4400 for levels 113 to 125:
 
Adds more color and more information if not using color.
Re: Academy Fundraising Leaflets ++
Note #39695
posted on Ideas
Friday, May 4, 2018 @ 08:18
Reply to: Note 39396 posted by Starling

3) Have the Academy more closely resemble actual education.
Academy graduates should start out 500k in debt.
Re: Double gold mobs pre lvl 100 ++++
Note #39694
posted on Ideas
Thursday, May 3, 2018 @ 21:58
Reply to: Note 39693 posted by Tymme

| Let's do another round of what happened in help goldconvert.

If masteries and potential had an ongoing gold upkeep cost, the 'gold problem'
would be entirely solved.
Re: Double gold mobs pre lvl 100 +++
Note #39693
posted on Ideas
Thursday, May 3, 2018 @ 21:55
Reply to: Note 39690 posted by Fiendish

Pepperidge Farm remembers.
 
Let's do another round of what happened in help goldconvert.
Re: Double gold mobs pre lvl 100 +++
Note #39692
posted on Ideas
Thursday, May 3, 2018 @ 21:17
Reply to: Note 39690 posted by Fiendish

yes, i do
Re: Double gold mobs pre lvl 100 +++
Note #39691
posted on Ideas
Thursday, May 3, 2018 @ 21:14
Reply to: Note 39690 posted by Fiendish

Sometimes i door to newbs and hand the 100 fat g's
Re: Double gold mobs pre lvl 100 ++
Note #39690
posted on Ideas
Thursday, May 3, 2018 @ 21:08
Reply to: Note 39689 posted by Escobar

>  They're the ones that need it.

No they don't.
God forbid someone not be handed millions of gold for no reason.
Remember when we had less gold and still had fun?
Re: Double gold mobs pre lvl 100 +
Note #39689
posted on Ideas
Thursday, May 3, 2018 @ 21:06
Reply to: Note 39688 posted by Fiendish

1) It's not like it would be millions.

2) Fine, then make it for T0R1-R3 players then. True newbs. Give *them* more
gold. They're the ones that need it.
Re: Double gold mobs pre lvl 100
Note #39688
posted on Ideas
Thursday, May 3, 2018 @ 21:06
Reply to: Note 39687 posted by Escobar

The game doesn't need _more_ gold floating around.
Double gold mobs pre lvl 100
Note #39687
posted on Ideas
Thursday, May 3, 2018 @ 19:02
I think we should change "double gold mobs" for pre-lvl 100 Daily blessings to
"Mobs give additional 1000g per kill". Mobs sub lvl 100 give next to nothing
gold. Doubling 1 gold does nothing. Giving a higher amount reward per kill
would be a lot better for newer players to line their pockets with gold to be
able to afford things like eq & potions, while also not being crazy out of
hand.
Re: can we please have rput +
Note #39686
posted on Ideas
Thursday, May 3, 2018 @ 10:42
Reply to: Note 39683 posted by Abelinc

I've confirmed this works for put and get, but not for look in bag room.
However, of course, we already have rlook, so we probably don't need that.

Tru
Re: can we please have rput ++
Note #39685
posted on Ideas
Thursday, May 3, 2018 @ 09:52
Reply to: Note 39684 posted by DjVoltron

Can we please have this included in the helpfile
Re: can we please have rput +
Note #39684
posted on Ideas
Thursday, May 3, 2018 @ 08:46
Reply to: Note 39683 posted by Abelinc

You are so smart.
Re: can we please have rput
Note #39683
posted on Ideas
Thursday, May 3, 2018 @ 08:46
Reply to: Note 39682 posted by Level

>i know ive seen notes like this in the past so i wont rehash. 
>please add rput.

You can accomplish rput by putting "room" at the end of the
put command:
>put hall back
You put a hallowed light into Testament of the <(=Watchmen=)>.

>put hall back room
You put a hallowed light into a demon school backpack.

Abe
can we please have rput
Note #39682
posted on Ideas
Wednesday, May 2, 2018 @ 23:10
i know ive seen notes like this in the past so i wont rehash. please add rput.

-level
Re: raids
Note #39681
posted on Ideas
Wednesday, May 2, 2018 @ 13:28
Reply to: Note 39678 posted by Khaleesi

>So best eq being in epic gear makes raiding obsolete.

There wasn't raiding well before epic gear overshadowed raided
gear.

>We could even make it more interesting that the win
>you get could be the clans stash of gold or QP available.

HELL, no, for the same reason that PK players cannot loot
victims.

>Maybe make it even more fair that this is only available
>to clans who are more equal in size and players.
>Maybe like light and baal. And masaki to amazon ect.
>
>Could be cool.

With the unfair version, it is too OP. With the fair version,
it would change absolutely nothing. Clans who are "more equal 
in size and players" will never raid each other. The only way 
raiding works is if the raiders are much more powerful than the 
clan being raided. If defenders could come close to "holding
their own" against the attackers, then the maze complexity and 
guards effectively make it a total slaughter.

Abe
Re: raids +
Note #39680
posted on Ideas
Wednesday, May 2, 2018 @ 12:37
Reply to: Note 39679 posted by Dyers

disregard that note, this is a pretty good idea
just wanted to get the point across that a clans strength 
can't be judged by it's numbers
nor by rankings as some really strong players
aren't really active but might be able to assist in a defence

i know this is worded really poorly, but I'm extremely conflicted about this
idea
apologies
Re: raids
Note #39679
posted on Ideas
Wednesday, May 2, 2018 @ 12:30
Reply to: Note 39678 posted by Khaleesi

would be real fun to see clans do mass purges so they can farm small clans
raids
Note #39678
posted on Ideas
Wednesday, May 2, 2018 @ 10:29



So best eq being in epic gear makes raiding obsolete.
What If we put in a statue in one of our shops
and instead of raiding eq we raided for the statue.
Upon getting the statue an Imm would award the clan
who takes it Quest points for each person who raided
and won.

Same will go for the clan who defends well and stops
the invaders from getting into the clan. 

We could even make it more interesting that the win 
you get could be the clans stash of gold or QP available.

Maybe make it even more fair that this is only available
to clans who are more equal in size and players.
Maybe like light and baal. And masaki to amazon ect.

Could be cool.

 Khal-


Re: report ++++
Note #39677
posted on Ideas
Tuesday, May 1, 2018 @ 23:00
Reply to: Note 39637 posted by Abelinc

Abe, 

Learn to let a guy save a little face.  Especially when it is 
an Autistic IMM.  (high functioning, obviously)

geez bro
echocommands
Note #39676
posted on Ideas
Tuesday, May 1, 2018 @ 21:01
Hello. I am submitting a request to change the 'echocommands'
output. Currently if I submit an alias, then the return value
is the aliased command and not the alias.
E.g. I submit: 'h'
     I receive from echocommand: 'c 52'
Because I have 'h' aliased to 'c 52'. Since I sent the 'h' to
the mud, then I would expect to have that echoed back to my
client instead of 'c 52'.
I also noticed that speedwalks show the speedwalk itself as
well as the individual directions.
E.g. I submit: 'run 3s'
     I receive from echocommand: 'run 3s', 's', 's', 's'
Maybe there's a reason for this that I'm not aware of, in
which case please disregard. But I believe echocommands would
be more valuable if it actually echoed what was sent to the
mud.  I have not reviewed any other outputs or possibilities,
so if anyone has input or feedback then please share.
Thank you.
Re: Quest Eq +++
Note #39675
posted on Ideas
Tuesday, May 1, 2018 @ 16:20
Reply to: Note 39673 posted by Rauru

It's incredibly easy to redo and back to 7x, even with a few pcs of gear
missing for the last mort.


"Deadideas aren't dead" and "think of the newbies!" in the same thread?  I'll
throw in "Lasher could spend that time making 13 subclasses better in the time
it'd take to change this" to cover the Ideas board holy trinity.
Re: Quest Eq +++
Note #39674
posted on Ideas
Tuesday, May 1, 2018 @ 15:46
Reply to: Note 39673 posted by Rauru

We are talking about T9 redos... If you're a newbie at t9, you have problems!
:P

Koala
Re: Quest Eq ++
Note #39673
posted on Ideas
Tuesday, May 1, 2018 @ 15:45
Reply to: Note 39672 posted by Koala

I think it helps new players to make decisions carefully.

Also more sh louds.
Re: Quest Eq +
Note #39672
posted on Ideas
Tuesday, May 1, 2018 @ 15:36
Reply to: Note 39671 posted by Crowley

This is a poor answer for the issue. Lasher himself already said that some past
DI are now implemented because things change. It was always like that until
something changes. :)

Personally I don't like this idea because people will be more lazy than ever,
specially now that some players are selling epic gear for qps.

Let people balance if they want to go through the hassle of a redo to sell
something for qp or not.

Koala
Re: Quest Eq
Note #39671
posted on Ideas
Tuesday, May 1, 2018 @ 15:20
Reply to: Note 39669 posted by Khaleesi

I don't know about you, but I'm usually sitting when I sell quest eq.
 
Can you make your note make more sense? If you're talking about rauction, that
will never change. Been requested many times, and we will not be allowed to
rauction or even market auction quest eq without remorting. Tough cookies, but
it's how it's always been.
 
Mr. Crowley
Re: New daily blessing: bonus loot drop chance ++
Note #39670
posted on Ideas
Tuesday, May 1, 2018 @ 15:19
Reply to: Note 39668 posted by DjVoltron

You can already do that by toggling bonusloot. That's like saying, "Let's get a
toggle to toggle campaigns because I don't like to do them, nor do I care for a
chance at a trivia point."
 
Mr. Crowley
Quest Eq
Note #39669
posted on Ideas
Tuesday, May 1, 2018 @ 15:15




Please make Quest eq available to sell without jumping.
I hate hate hate sub.


Khal-
Re: New daily blessing: bonus loot drop chance +
Note #39668
posted on Ideas
Tuesday, May 1, 2018 @ 15:10
Reply to: Note 39665 posted by Tymme

Let's not forget a toggle to turn it off, I don't care
to loot bonus eq, or have a better chance at doing so.
Thanks.
VI Advisor
Note #39667
posted on Ideas
Tuesday, May 1, 2018 @ 14:01
It might be helpful to some to have access to a special group of
players/imms who are knowledgeable about vi issues on the mud. This
group of players could be known as VI Advisors, and identifiable by typing
"who vi advisor".
whois offline
Note #39666
posted on Ideas
Tuesday, May 1, 2018 @ 13:36



Be nice to see stats and pk info and pups done offline.
could we have a feature that was ...
whois playername offline



Short but sweet.
Khal-
Re: New daily blessing: bonus loot drop chance
Note #39665
posted on Ideas
Tuesday, May 1, 2018 @ 12:44
Reply to: Note 39664 posted by Zahir

I agree with the overall idea, with two caveats:
 
1) Be at least some overlap with bonus exp mob chance (much smaller chance of
   getting both bonus loot and exp in same blessing)
 
2) Reduced chance at 200+ where a lot of farming already occurs.
New daily blessing: bonus loot drop chance
Note #39664
posted on Ideas
Tuesday, May 1, 2018 @ 12:15
Title. Pretty self explanatory, hopefully easy to add:

"Next n mobs killed have doubled(tripled?) chance to drop bonus loot."

Less grindy, more interesting as you won't always get the bonus
at the level you'd prefer and will have to kill higher level mobs
to get the most value.