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Post by dannywayne on Jan 6, 2011 12:43:39 GMT -5
6.0 sounds good. lookin for testing help? you wanted suggestions for damage messages well here goes.. Luke Skywalker is ISOLATED by your incredible smash! ..ERADICATED by your tremendous strike! ..decimated by your terrific slash! ..siezed by your furious stab! ..penetrated by your well executed hit! ..slaughtered.. ..demolished.. ..razed.. ..slit.. New various kill messages! The Droid Bouncer is now a bucket of bolts! R. I. P. The Goblin Chief is exterminated! R. I. P. The great white shark is wiped out! R. I. P. Darth Vader has failed the emperor for the last time! R. I. P. You have killed the fierce dragon in the name of the king! R. I. P. --I could do this all day lol want more? Kill messages assigned to mob-id's, terrain, weather, zone, room, killing blow, player-id, player-class, player-stats, player-activequests, etc. ..it's repetitive reading "Another mob is now dead! R. I. P." just somethin to chew on All excellent ideas. However, suggesting them does not place with corresponding damage level. What levels would you suggest for the current damage plus the ones you suggested? rog. here's the current damage list from "help damage" in game : 0 dam------miss 1-2 dam----tickle 3-4 dam----barely hit 5-6 dam----hit 7-10 dam---hit hard 11-14 dam--hit very hard 15-20 dam--hit extremely hard 21-25 dam--massacre 26-30 dam--OBLITERATE 31-37 dam--LIQUIFY 38 or more--ANNIHILATE My thoughts on this is it it would be great to make it harder to ANNIHILATE. Now here is the proposed change: 0 dam------miss 1-2 dam----weak hit--------"..The shadow of death laughs out loud as you hit them!" 3-4 dam----strike------------"..You strike the elven ranger." 5-6 dam----strike hard-------"..You strike the security droid rather hard!" 7-10 dam---cripple-----------"..You cripple the rat with your well executed slash!" 11-15 dam--seize-------------"..You seize the parrot by your relentless stab!" 16-20 dam--decimate---------"..You decimate the thief by your terrific slash!" 21-25 dam--raze--------------"..You raze the guard by your incredible strike!" 26-30 dam--massacre 31-35 dam--OBLITERATE 36-40 dam--LIQUIFY 41-46 dam--ERADICATE------"..You ERADICATE the zombie by your tremendous blast!" 47 or more--ANNIHILATE This is not a copy of some other mud's style this is all a mix of JediMud originals and help from an old fashion thesaurus. I dont wanna hear any complaints, you'll take it and like it!
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Post by gonfalon on Jan 6, 2011 15:15:55 GMT -5
Now that someone else has said it, I can definitively say I really dislike the idea of adding more stat modifier "slots" to equipment. There is a current limit of two. How many items with modifiers only use one of them? If it's there, the temptation is to use it. Of the equipment that does use both modifiers, how many of them balance a positive with a negative? I know it is tempting to have all bonuses all the time. I've seen references to negative stats on gear removed of reverse over the years, too.
I can think of some other ways to make the holy annihilate a little more difficult to attain. Most of them would be annoying to implement, requiring someone to do some pretty major changes to things here and there. Hell, they might not be possible.
You could... give mobs inherent damage absorption based on their level. This would have the effect of buffing their hitpoints and making them harder. But if it doesn't have a procedure or something to make it harder, is it really a challenge?
You could... link a similar damage absorption to their AC from the mob files. If you did this you could have some more variety to the damage mitigation effects. It would probably be cool if you gave them actual AC scores that made sense, rather than the +/- 20 or so that is available now. Then make the mobs get some benefit from the gear they wear to further boost their AC....
You could... go through the object files and trim back some damage. Hah! I said it! Now you can all hate on me =)
I guess it depends on what the goal is for fiddling with damage messages. If the intent is to have a visible change that doesn't really impact anything, adding more messages is an easy fix. If the intent is to change how things work on a more basic level... that would be tougher.
You could
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antrus
Junior Member
Posts: 66
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Post by antrus on Jan 6, 2011 18:10:50 GMT -5
You mentioned in the previous page about liking the idea of mobs that take a large number of players to bring down. In theory its a good idea, but with the current state of things I don't know if there would ever be a time that 7-10 players would be on and able or willing to team up and take down something.
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Simba
Full Member
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Post by Simba on Jan 6, 2011 18:54:04 GMT -5
RE: Extra stat modifier on eq I am not opposed to adding another stat modifier (especially if it's for saving throws) but I don't think we fully use the 2 we have. Gon: There is a reason the stats have been changed and there is a temptation to make them all bonuses, the game has changed! The mobs have been upgraded since 15 years ago, that added with the remort stat change, the game needs to help the players a bit. It's been over 10 years since the stat game change and there's still crappy choices for some classes. E.g. legwear for sohei or evil jedi. Some of the old formula stuff back when 18 stat was the max and we had hundreds of players just doesn't work for building anymore. Like having to have a negative stat for a positive, having an extreme negative stat with +2dam, and every zone needing a DT.
I just hope we utilize the code that Cunning is working so hard to fix/change/update. Personally, I think that added with a couple things would make JediMUD kickass again. Those things are ...some of the zones and eq should get updated, more quests, new zones (not on top of mid or new thalos), more quests, more visible admin, did I say more quests?
Where is the influx of players that we were suppose to get because Ciara retired? I remember many players saying that, but it seems even some of those players have disappeared.
The other day somebody asked me "What would I change about the MUD?" It's an interesting question and I've been thinking about it a lot. And I think my answer is heart. I wish Jedi had more heart. Don't get me wrong the players are nice and so are the admin but overall the mud feels kinda cold and dead for the most part or stuck in a limbo. I know that a lot of the Admin have been hit with personal tragedies this last year and that caused a lil stagnation when the mud started the year so great with new changes. I look forward to an exciting 2011 with the new 6.0. But the mud needs a pulse! I remember back 10 years ago (yes, I realize we can never go back) and wonder, "What made this game so exciting to me?" Running in groups, running in quests, and the talk on gossip even if it was players letting us know they were alive; the admin of all levels joined in even if it was just rnbls ripping on some newbie's spelling/grammar. Jedi felt like a community. Clans vs clans running eq groups or running in a Unicorn quest. A late night drunken Conseq quest. It would be cool to update Areas in the Works on the webpage. Run more quests. Get gossip going, even if it's silly talk. Maybe we should try and get back players who have left? Or how about some of the admin (of all levels) like Caramon, Tam, Conseq, etc that ran lots of quests and got gossip going? Is there any way of mass emailing all the people signed up on the forum to let them know when 6.0 is released?
Sorry, if this is a bit of a ramble I just want the game to become the best it's ever been.
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Post by gonfalon on Jan 7, 2011 15:14:34 GMT -5
Simba, I freely acknowledge that things have changed over the years. I wouldn’t roll back the clock even if I could. Firstly, it would be a lot of work. Second, I do like some of the things that changed. And lastly, well, there is no lastly.
I would argue that things have not changed as much as you think. Or at least, they haven’t yet. I can still sit down and read world, mob, and object files like a book. They really haven’t undergone all that much of a transformation. I know AP is working on changes that will pretty solidly redefine things, but those changes haven’t really hit yet. I would argue that the changes haven’t (yet) gone nearly far enough.
But you know what? I’ll keep my eyes open and see what happens. If they manage to pull off the miracle I will applaud. If they don’t, I’ll mourn the lost opportunity.
I could spend hours talking about the things I’d love to see on a MUD, but what would be the point? I’m sure the admin team has a vision of where they want to take the game. It will be interesting to see where that direction leads. Maybe even entertaining. Who knows? Maybe they will surprise me. I’m sure there are a few really creative suggestions floating around. 20 years of brainstorming has got to have produced a few doozies that never saw the light of day.
I like that idea of emailing the people who have logins on the forums. That would be a great way to reach out to people who have not logged on in a while. You might even entice a few back if there have been significant changes (assuming the changes impact some part of the game dynamic that contributed to their reason for leaving).
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Post by Austinpowers on Jan 9, 2011 21:22:37 GMT -5
I am for one open to suggestions. I just finished zedit for Jedi, and what a challenge it was. I found several database issues in the zone files. Extra spaces, objects/mobiles that do not exist. Most are fixed now.
As I stated there are quite a few things that will perk people up. I have let a few on already, just ask aphrodite/dancer. She loved what I showed her.
She gave me suggestions for spells/skills. I am reviewing and like a few of them.
Danny aka sephorith gave me suggestions that went beyond what others gave me fight messages for. I give him the code and for that snippet and let him put something together. I am not opposed at all to give snippets and see what people can do.
I will have a master list of spec procs, database how to's, formats, flags, etc etc all coming. It is hard to do this all buy myself, so thats why I started to hand out little projects to get others involved.
gonfalon I know your feelings towards a few things. I also went through tons of yours and your wifes zones. Wow, I had to say on some of them. Very well thought out. I could use you to come on and check the databases out. OLC is 85% done. I have tested, but I need someone who knows the database well.
I could use someone to go around and test the shops out.
Tues/Wed the week of 1/9/11 - I will finish the new banking code. Ill give a sinapsus of it here. But a picture is worth a 1000 words.
Usage:\r\n" " Bank new <password> - Open a new account.\r\n" " Bank set <name> <password> - Set the current account.\r\n" " bank unset <name> <password> - Leave the current account.\r\n" " bank passwd <name> <oldpw> <newpw> - Change account password.\r\n" " balance - Displays your balance.\r\n" " deposit <name> <amount> <type> - Deposit gold/tokens into your account.\r\n" " withdraw <name> <amount> <type> - Withdraw gold/tokens from your account.\r\n" " transfer <name> <amount> <to> - Transfer to another player's account.\r\n" " exchange <amount> <from> <to> - Convert one type of token to another.\r\n");
Token exchange, Bank can now hold your Quest tokens now. Open bank accounts, you can password protect account. All the features of ATM and sendmoney all in one nice bag. Adding tokens to this was just something that seemed natural. There will be also token exchanges through the game also.
I considered putting my full enconomy in with stocks for investing. That will be another day if the Admin like the idea.
As I stated, I cannot do it alone. I have heard from quite a few people. I will start opening up the test bed very soon. Gatt will be in charge of all of this as before.
Keep the suggestions coming! JediMUD 6.0 is 65% done now!
AP
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Post by Austinpowers on Jan 12, 2011 11:31:49 GMT -5
So all know, full testing has begun. Gatt is now testing out all functionality as I give him more and more. Currently world items, commands are all being tested. All of OLC is being tested. Elixr is stating all objects/mobiles/rooms I believe per Kailyn and Arizhel to catch issues with incorrect stats in the database.
Character issues are being delt with now. My script had 2 classes reversed giving them the wrong class bit. THIS will be corrected on my next import of character list.
Feel free to stop in, but I stress, this is a development site. I am still adding things, more then 50% of the jedi feature set is not in yet. Nor are spells and skills yet.
jedimud-test.homelinux.org 6000
I stress again, I am still developing.
things to keep in mind, prefedit (anything togglable on your character is done through here), history (all communications) can be view here.
Private channels are in, using pwho, phelp....
colors are done through prefedit, but when communication use the @ symbol plus a color cay cyan = c, or r = red for
gos @r test test - will change your gos text to red instead of yellow.
More to come, i will start updating the news/motd/imotd as we go...
AP!
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Post by Austinpowers on Jan 13, 2011 13:33:04 GMT -5
Sorry all, i had a hardware failure 2 nights ago. I had a RAID 0 OS drive, and one of the drives started to fail, crashing the box. I rebuilt it with ubuntu 10.10 server and u guessed it, it has a known networking issue with realtek NIC's. It cause more issues if you have it with another brand, which I do. I have intel NIC's as a failover.
I will rebuild the server using Fedora Core 14 tonight, and have our testing box back up tonight. I did have the test port up, and wondered why I was not seeing anyone jump on. That lead to me find that out.
Sorry all, I will double my efforts, and hopefully by weekend end, I will be almost done with Jedi 6.0!
Oh As you all know Gatt heads testing, please coordinate with him.
he will let you know what is good and not good. I will give him a list tonight, tomorrow of all items I want tested/confirmed.
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Post by gonfalon on Jan 13, 2011 17:34:06 GMT -5
Don't forget the issue with the Rome object files. You could possibly lose some objects there because of how the object numbering was done. It might not happen, but if you have players thus afflicted you'll probably hear about it.
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Post by Austinpowers on Jan 13, 2011 19:25:50 GMT -5
The box is back up.
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Post by Austinpowers on Feb 11, 2011 12:01:59 GMT -5
Update...
I am having surgery in 2 weeks, and coding might slow down. However, We are rocking the testport.
70% of all features back in the testport. 50% of spells have now been ported over. We have a task list of items to test, and Gatt is rolling through it with his team of testers. Several people are helping. I want to acknowledge this:
People helping: ElixirC - Helping Arizhel with the world data gathering Rox - going through the entire world and checking room/sector flags and fixing where necessary. Asdf - fixing zone loading, any anything else we have asked. Including updating of objects for new flags, and adjustment of other flags. Havock - Socials Gatt - Testing coordinator
Several others have stopped by to randomly test and provide feed back. Such as Dancer..
I might have left of others, and I apologize for that.
Anyone is more then welcome to stop in and say hi, or help testing, as long as Gatt assigns you a task to test.
I understand everyones apprehension, at the time it has taken. I promise you, it is worth the wait. Ask anyone who has stopped by, and looked around.
jedimud-test.homelinux.org 6000
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Post by Austinpowers on Feb 21, 2011 22:33:07 GMT -5
Hi all... While we are not ready to release, the TESTPORT is open to look around. we are progressing! I have to disappoint people. I am having surgery to repair injuries I suffered as a kid on 2/25/11. Go figure, 25 years later, they find out damage was done. My quality of life could of been so much better.
My surgery is for a deviated septum, but that septum has fractured both of my sinus canals in my left nostril completely blocking air flow. It shows significant damage, infections, scar tissue, and something so simple has now become quite involved. I promise when I am able again to code again, I will. I have busted my ASS to get us to a point where the release will happen with in 6-8 weeks.
Look forward to seeing all of you on the testport or the live game!
AP
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Post by Austinpowers on Mar 15, 2011 10:37:27 GMT -5
Hi All, I am still recovering from my surgery, however, I have been really moving fast on the game. The Admin are all aware of where we are.
UPDATE: 90% of Jedi's combat system is now in. Almost every skill is now back into the game. More then 70% of spells are now back in the game.
The get out of DT card is now back into the game, and the code actually works.
The new admin command structure is in. Meaning immortals+ can be assigned individual commands or have them taken away. If a command is given to an immortal+ that is outside their base command set, the FLAG TRUSTED is added. This lets everyone know, they have a command outside of their default command set.
I am working towards giving Arie and the admin a powerpoint that shows all the new database formats and how they coorespond to OLC.
Mal has gone over the entire remort menu process. He has worked out a flow chart for me to use to work on the new remort menus. The game currently saves the last remort. I plan to scrap this, and make it save out to a file. Then I have a permanent record of the remort. Each successive remort, will apend to this file. Each character will have a file, just like their player file.
My update for the week. Stop on by jedimud-test.homelinux.org 6000
AP
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Post by Austinpowers on May 1, 2011 14:09:22 GMT -5
Update:
I am not sure how to word all of this. So I will just post the changes file for the past month. I can honestly say now, I feel we are about 3 weeks out. Anton/Doc are taken on the world files, Kailyn is knocking out the help files with her trusty helpers, aka Augustus. Gatt needs more testers, or people come on and catch the bugs. That is about where we need the help. Tiaan is a monster at testing and catching stuff. With him and Gatt going to town we are really moving fast. WE slowed down this past week, I am in the middle of my Cisco License renewals.
Rox and ASDF Have been busy lately, so I have not talked to them very much.
April 30, 2011: *** Anton converted all water sectors to our new movement code. Rox had converted most of the original, while Anton cleaned up on all the new sector code additions. *** Hedit now has multiple keyword allowances now. *** All of the damage spells, affect spells, area affects, and group affections are all back in the game and done. I believe I have a bug in Illusion. *** Added most of the summons back into the game--- DO NOT USE yet. I am still adding stuff.
April 20, 2011: *** a brand new help system put in. Instead of loading the entire help file at once and storing it. I have made it like the player files. Help files now have an index where the code looks up a request from a player. It searches the index's to find the entry and displays the entry. A unique feature is, that we have a master and child help records now. If a help entry is the child record, it will not need a help entry. I have made it, so that the child record queries the master record . Aka Quest tokens. We do not want to have to have 12 token entries. We have the master record, and child record. The child record has 2 entries, 1 that is not a master record, and the master record keyword. It immediately goes out to the index and finds the master record and displays it. Each time help is used to find something, after it is done, we release the memory used to hold it.
April 14, 2011: *** Rent system updated to handle Campsites and free rent. *** Object version control put back in. Very complicated with new filesave. Messages upon entering game the same as before. *** objsave updated for version control. *** Test campsites added, Spec proc added back in the game for campsites. Only 2 are in, the rest will go in over April 15th weekend. *** logging of rent/crash rent/cryo rent and camping is now in.
April 11, 2011: *** Bug found in object saving and loading. Found Max lvl was not saving out, was missing 1 obj val in this case was the Min lvl of the obj. *** Iedit is back in the game. Instance object edit. Allows for customizable objects. *** Fixed the bug in show transporters, because my box supports unsigned integers, NOTHING did not = -1, it equaled 2x the max value of integer. *** Shuttle to star wars back in, show shuttle is also back and functional.
April 10, 2011: *** All spec procs back in game except for metro systems. *** Bug that was thought to be Onivel, was actually a proc calling magic which was not in yet. *** JediMUD train system added back. *** show trains added back in. *** show transporters back in. April 8, 2011: *** Spell Calm back into the game. Bug with It also squashed. *** Bug discovered by Tiaan in breaking link, character would return with wiz invis lvl 36. Found legacy code I copied over in close socket had INVIS_LEV() set to LVL_AVTR. Removed code snippet, not needed. *** Fixed bug in equipment listing, where the object was displayed incorrectly. I found that we checked for an invis object, but did not tell it to only display if detect invis was on character. *** Omission discovered on prefedit, Quest channel back in. *** PRF_QUEST changed to PRF_NOQUEST, this was to keep in line with all the other communicaiton channels. *** In keeping with Autoquests, a player will be auto set to have PRF_NOQUEST removed, and PLR_ONQUEST set. This will let you know or immortals know your on a quest and can communicate on the quest channel. *** NODROP and CURSED eq now can be removed from equipment being worn. This was a stock feature from the new code base. *** added all the timer checks back in for corpses, keys, Charmies. *** Fixed the 3x famished/thirsty messages. *** Started on Event based regen. Had to find a way to adjust to the weather regen. The weather system was taken out because of issues it presented (old system). April 7, 2011:
*** Added all object spec procs back in. *** Added quest timers back in. *** Corrected pulse timers for violence and mobile action. Trying to balance out the speed of battle. *** Added new code to add SPEC_DUMP back in for ROOM_DEATH *** Added new code to add SPEC_CAMPSITE. *** Added happy hour back in. *** Recall has now been fixed, I was using the virtual room# as opposed to the real room #.
April 6, 2011: *** Bug in advance squashed. *** Bug in Wiz line squashed. Turned out legacy PRF_WIZ was still in the files.
April 2, 2011: *** Fixed bug in look at room. Where as if room special proc was room_restore_good/evil/neutral. I had room_heal_good/evil/neutral 2x each.
April 1, 2011: *** I am done, everything is ready to go! oh APRIL FOOLS! *** All special exit rooms now fixed (used to say bardic entrance. Now room_special_exit
March 31, 2011: *** All combat spec procs are back in! *** Fixed issue with Sanctuary and stacking *** Fixed issue with Infravision only being castable on self. *** Fixed create food issue, was creating wrong object.
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Post by Dank on May 15, 2011 10:46:11 GMT -5
before this project goes up, you should offer QP or some massive incentive to get more testing in. from what i'm reading here, it seems like you'll be debugging for months, if not years!
with a couple of guys, you'll never really be able to go live with 6.0 reliably.
P.S. you guys can't spell worth poop. make sure there is a typo feature in the new game.
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Post by Austinpowers on Jun 11, 2011 9:55:54 GMT -5
Hi Everyone. I am sorry for lack of updates, but this has been a tough few weeks at work. The week before Memorial day we experienced several bad storms. Well the whole country was, but they hit where I am from. I let the admin know, that while my condo was hit, no extensive damage was done. There was damage though, fence, air conditioning unit, windows all needed repairs. The bad part was the flooding where I house my computers, servers, and Cisco Lab. I am almost fully back up, but I had lost 3 weeks of work from my last backup. I had severe damage to my server, my back up NAS, and my Cisco routers. Most of this has been repaired at a very large cost to myself.
I feel that this weekend I should be able to have everything back up, so please forgive the stuff that may be missing. I am still waiting on memory to replace some of the other damaged RAM kits I had.
Again all sorry for the down time.
AP
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Thf
New Member
Posts: 49
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Post by Thf on May 25, 2015 8:14:48 GMT -5
Message bump New various kill messages! The Droid Bouncer is now a bucket of bolts! R. I. P. The Goblin Chief is exterminated! R. I. P. The great white shark is wiped out! R. I. P. Darth Vader has failed the emperor for the last time! R. I. P. You have killed the fierce dragon in the name of the king! R. I. P. --I could do this all day lol want more? Kill messages assigned to mob-id's, terrain, weather, zone, room, killing blow, player-id, player-class, player-stats, player-activequests, etc. ..it's repetitive reading "Another mob is now dead! R. I. P." just somethin to chew on Still diggin these kill message thoughts from a couple years back and having more thoughts about them. If this were to be put in place here is how i think it would jive with aspects of the code, starting with the lowest priority death message #7 .. default death: 7 - Default Death (lowest priority) you would have your default kill message taking lowest priority to display. if another damage message has a higher priority then it will be displayed instead. Possibly add a variety of default death messages to cycle through. Ex: The goblin is dead! R.I.P. The goblin is exterminated! R.I.P. The goblin is slain! R.I.P.6 - Zone Death - displays a specific mob or player death message when in a particular zone -- ideal to be added via an online zone editor. Ex: A beleaguered knight is slain as his life essence rises to return to Algodon! R.I.P. Wayne is slain and desecrated to pieces by a friendly gibbering horror! R.I.P5 - Terrain Death - displays a specific mob or player death message when in room of a particular terrain -- this would be preset in the code where only a coder could change. Ex: The great white shark wipes out! R.I.P. ( water terrain) The goblin is slain on the mountain side! R.I.P. ( mountain terrain) Lilith is dead! R.I.P. ( indoor terrain) - references default / zone death message. The citizen is slain as there is a nearby cry for the guards! R.I.P. ( city terrain) Wayne is slain in the field as he releases a death cry! R.I.P. ( field terrain) The treant is slain as its body falls to the forest floor! R.I.P. ( forest terrain) The elven wizard is slain as his death cry echoes about the hills! R.I.P. ( hills terrain) Taurus is slain as his lifeless body falls to the ground. R.I.P. ( flying terrain) The black dragon is slain as his death cry echoes about the chasm! R.I.P. ( new! - cave terrain) 4 - Weather Death - displays a specific mob or player death message when outdoors in a particular weather effect -- this would be preset in the code where only a coder could change. Ex: The gargoyle is slain as lightning arcs the sky! R.I.P. The gargoyle is slain as rain steadily falls upon the scene. R.I.P. Wayne is slain as lightning arcs the sky! R.I.P.3 - Room Death - displays a specific mob or player death message when in a particular room -- ideal to be added via an online room editor. Most ideally used in rooms fought next to a death trap imo. Ex: The Dragon Prince, Aglandiir is slain and falls to the Volcanic Crater! R.I.P. Zareef is slain and falls to the Dragon's Bath! R.I.P.2 - Mob Death - displays a specific mob or player death message made for a particular mobile -- ideal to be added via an online mobile editor. Ex: Algodon lets out a shrieking cry as if the sound of 1000 dying beasts, as Wayne (killing player) sends him to oblivion! R.I.P. Honorius Augustus cries for his guard, but alas a moment to late. R.I.P Wayne is slain as he is impaled at the end of Mannam's jeweled skull spike. R.I.P.1 - Quest Death - displays a specific mob or player death message when on a particular quest -- ideal to be added via an online quest editor. The Quest Death message would trump all other death messages since it is the highest priority. Ex: Darth Vader has failed The Emperor for the last time! R. I. P. You have slain the fierce dragon in the name of the king! R. I. P. You are slain by the ancient firedragon and have failed the quest. R.I.P. The traditional R.I.P on death would be carried forward and stick with all of the custom death messages made in online editing in order to keep people sane with triggers. The thought that a mob could be assigned a quest as well is interesting as this could possibly take any mobile and transform them to interact with their zone ... or even perhaps transform some mobs to perform differently in combat. Custom mob descriptions when you walk into the room could get changes in the same way as having custom death messages, based on the various priorities. I like that thought and may post one just for that soon. Neil
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Post by Austinpowers on Aug 23, 2015 8:35:04 GMT -5
I am liking these suggestions.
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Thf
New Member
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Post by Thf on Aug 28, 2015 17:26:39 GMT -5
I am liking these suggestions. right on when I knab some time for it I'll get a suggestive list compiled based on coded presets for all possible default, weather, and terrain death messages. the rest would be up to the ingenuity of the builder.
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texas
New Member
Texas/Bodine/Jernhog/Find/AKAI/Troubardurix/Kalten/First/Sparhawk/Airborn/Boulder/MaceWindu a.o.
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Post by texas on Sept 14, 2015 12:52:19 GMT -5
The only thing that might not seem as good is Disintegrate... That spell just makes the corpse to dust. And you then cannot examine it .....But that was just my thought on it. The other things are really good.
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Thf
New Member
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Post by Thf on Nov 1, 2015 8:49:01 GMT -5
incredible suggestion tbh Disintegrate could turn the corpse into a pile of ash, which you could still sift through as if it were a corpse.
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Thf
New Member
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Post by Thf on Nov 1, 2015 12:43:04 GMT -5
I am for one open to suggestions. I just finished zedit for Jedi, and what a challenge it was. I found several database issues in the zone files. Extra spaces, objects/mobiles that do not exist. Most are fixed now. As I stated there are quite a few things that will perk people up. I have let a few on already, just ask aphrodite/dancer. She loved what I showed her. She gave me suggestions for spells/skills. I am reviewing and like a few of them. Danny aka sephorith gave me suggestions that went beyond what others gave me fight messages for. I give him the code and for that snippet and let him put something together. I am not opposed at all to give snippets and see what people can do. I will have a master list of spec procs, database how to's, formats, flags, etc etc all coming. It is hard to do this all buy myself, so thats why I started to hand out little projects to get others involved. gonfalon I know your feelings towards a few things. I also went through tons of yours and your wifes zones. Wow, I had to say on some of them. Very well thought out. I could use you to come on and check the databases out. OLC is 85% done. I have tested, but I need someone who knows the database well. I could use someone to go around and test the shops out. Tues/Wed the week of 1/9/11 - I will finish the new banking code. Ill give a sinapsus of it here. But a picture is worth a 1000 words. Usage:\r\n" " Bank new <password> - Open a new account.\r\n" " Bank set <name> <password> - Set the current account.\r\n" " bank unset <name> <password> - Leave the current account.\r\n" " bank passwd <name> <oldpw> <newpw> - Change account password.\r\n" " balance - Displays your balance.\r\n" " deposit <name> <amount> <type> - Deposit gold/tokens into your account.\r\n" " withdraw <name> <amount> <type> - Withdraw gold/tokens from your account.\r\n" " transfer <name> <amount> <to> - Transfer to another player's account.\r\n" " exchange <amount> <from> <to> - Convert one type of token to another.\r\n"); Token exchange, Bank can now hold your Quest tokens now. Open bank accounts, you can password protect account. All the features of ATM and sendmoney all in one nice bag. Adding tokens to this was just something that seemed natural. There will be also token exchanges through the game also. I considered putting my full enconomy in with stocks for investing. That will be another day if the Admin like the idea. As I stated, I cannot do it alone. I have heard from quite a few people. I will start opening up the test bed very soon. Gatt will be in charge of all of this as before. Keep the suggestions coming! JediMUD 6.0 is 65% done now! AP How will the deposit all function work with the new system? I'm thinking would be interesting to be able to deposit all gold and tokens just by typing deposit all. Neil
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Post by sunman on Nov 29, 2015 2:37:04 GMT -5
I think it is time to revisit the experience system. I suggest doing away with the remort penalty or drastically reducing it. I am a long time believer that with today's player base the penalty is so punitive that it discourages playing. Those on the side of "I did X number of remorts under the system" or "It will break the balance of the mud" are often the ones who do not have active characters or are now able to circumvent the penalty. Let the flaming begin! Sonny
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Tiaan
New Member
Played here in 1990's. Then again from 2009 :-)
Posts: 9
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Post by Tiaan on Jun 17, 2016 3:36:11 GMT -5
I fully support Mister (Sonny) on this one. We have a small playerbase, so the need to be punitive makes little sense to me. Futher, the small playerbase is now also divided into the "Haves" and the "Haves not" in terms of the ability to circumvent this penalty. It is really discouraging to play (and xp) if you happen to be on the wrong side of this fence. I hope this will be removed soon.
Regards Tiaan
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Thf
New Member
Posts: 49
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Post by Thf on Sept 26, 2016 1:39:38 GMT -5
Speaking of the Xp System, I think receiving Xp for Healing team-mates and even enemies would be great - Xp measured by how much HP is actually recovered.
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