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Posted: Thu Oct 10, 2013 11:21 am |  |
I wish unconscious and sleeping people could see emotes anyways. No reason not to, unless we're afraid someone will metagame knowledge.
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Posted: Thu Oct 17, 2013 6:35 pm |  |
Seems like the "atonement help" thread has been unstickied, so I'll post it here as it doesn't really warrant its own thread.
HELP MUDMAIL
>Accessible via option 8 from the account login menu,
It's option 9.
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Posted: Sat Oct 26, 2013 2:00 pm |  |
I'm rather liking the way mob behavior has been plaid out over the past two weeks.
Rather than the usual suicide rush, mobs have been moving in and out, slowly wearing players down.
I think this is a way of getting past this MUD's roots where victory in combat means one person dies. Forcing like so makes wilderness mobs discrete barriers against less skilled characters, and this greatly discourages any sort of exploration since players know exactly what's going to happen. At best, we can either obfuscate the threat of outside mobs or expand the time it takes for them to bring down an unskilled character.
The latter here expands the time an unskilled character can operate in a dangerous area. So player skill comes down to knowing how much time your skill will buy you. Because right now, the only area player skill comes into play is finding methods of training your skills.
Mobs who flee after a certain period of time in combat would be a good way of expanding this. This would also mean hunting requires a degree of dedication rather than just large numbers.
Genuinely sneaky mobs would be useful too. In confined areas, it might be the only way to generate intermittent combat.
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Tyrant
Registered

Benevolent Despot
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Posted: Sat Nov 02, 2013 9:10 pm |  |
Details to plated armor would be neat. Like a so and so leather, (tag)-plated whatever metal hauberk.
Like: segmented, scale, spiked and whatever anyone can think of. Maybe throw in the other metal tags like reddened, matte etc
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Posted: Sun Nov 03, 2013 4:04 am |  |
I really think a simple plating of weapons would be a cool addition to weapon crafting too! Make it adroit so as to show someone's skill with a weapon.
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Posted: Mon Nov 04, 2013 5:52 pm |  |
Now that we have a coder (!!) I'd like to remake a suggestion from earlier. It may not even be a code specific thing, but:
Is there any way to make it so that cooked food items have some way to tell their 'age' that doesn't involve looking at each one individually? Possibly an addition to their tag indicating freshness? Having food rot because it's not eaten/used and having more recently made items take priority in the 'stack' in a bin kind of sucks. And then there's the horrible smell.
I'm not going to mention the refrigeration subject, since I'm pretty sure that's part of keeping food scarce.
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Chazz
Cute and Cuddly Coder

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Posted: Mon Nov 04, 2013 8:43 pm |  |
It's already in game, yo. Use the 'evaluate' command to check the freshness of food. Or, well, use 'evaluate' in general. It gives you a lot of information about items.
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Posted: Mon Nov 04, 2013 9:02 pm |  |
| Hyriana wrote: |
| Is there any way to make it so that cooked food items have some way to tell their 'age' that doesn't involve looking at each one individually? |
I know about the command, it's just really tedious when you have like 40-50 food items to check through individually. I'm not really sure how to go about it other than doing something like:
a (fresh/stale/rancid) strip of lean, white lizard meat
The descriptive words can be pushed around, or changed if people can think of better ones. It may not even really be feasible, I just want to stop smelling like rot
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| Quis custodiet ipsos custodes? | |
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Chazz
Cute and Cuddly Coder

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Posted: Mon Nov 04, 2013 9:14 pm |  |
Oh, I see what you mean now. Sorry. I can do that.
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Posted: Mon Nov 04, 2013 9:19 pm |  |
Huzzah~
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