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Messages - Prometheus

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256
Suggestions & Ideas / Re: Idea for new Variables
« on: April 18, 2009, 12:52:59 am »
Sent this to our coding listserv in case coders don't read forums as much as email.  ;D

Prometheus

257
Suggestions & Ideas / Re: space beacon's
« on: March 26, 2009, 06:07:58 am »
I don't see a reason why a dg_remove_room_flag could be added and then add an add_room_flag so you can strip the !teleport then put it back once the script is done. I would think Mozilla or Nauzhror would know best since they are our script gods :)

Prometheus.

258
Suggestions & Ideas / Re: Things that need a fixing
« on: March 26, 2009, 06:04:45 am »
More on Estidn quotes:
My vitality seems to be going down at an alarming rate. I had 400/800str and walking through Cosmo Canyon put me a like 40% left. Toch said something about his mana doing the same thing.

I would say drop a note to Mozilla or Nauzhror and see if they can see anything wrong with the pfile. I know we sometimes get odd bugs in the pfile which causes stats to go strange.

Prometheus.

259
Suggestions & Ideas / Re: Things that need a fixing
« on: March 26, 2009, 06:02:42 am »
Okay everyone should know Rescue has been fixed.

For the following quoted from Estidn:
**** PLEASE PLEASE PLEASE**** Add an auto reboot every 24 or 48 hours. Just gets goofy having to wait for some quests.

Then the builders need to look over the quests and make changes since we seem to be more stable. I can't see an auto reboot just because of quests or because of the way quests are done. We could always make it never crash :)

Prometheus

260
Code Change Announcements / Code changes for 03/10/09
« on: March 12, 2009, 10:37:12 pm »
Once again Trap aware vs snare.

This should be fixed.

Prometheus

261
Code Change Announcements / Code changes for 03/04/09
« on: March 04, 2009, 11:47:46 pm »
Trap aware always failing against snare. Looks like the code changes from before were not applied to this version of the code. I put in a fix from Horus since I couldn't find the older code to look over and see.

Prometheus

262
Code Change Announcements / Code changes for 02/28/09
« on: February 28, 2009, 04:05:29 pm »
Fixed a typo in an wear off message for a spell / skill.

This will go in when the game is rebooted.

Prometheus

263
Code Change Announcements / Code changes for 02/26/2009
« on: February 26, 2009, 02:17:04 am »
Molzilla made changes to the thaco system to bring it more in align with how the mud works. Ie higher levels better chance to hit which is opposite of what thaco does.

Prometheus

264
Suggestions & Ideas / Re: Skill Tree System
« on: February 25, 2009, 09:18:17 am »
*heads starts to spin like crazy on Xeriuth's post*

Prometheus

265
Code Change Announcements / Code Changes for 02/25/2009
« on: February 25, 2009, 09:14:59 am »
1) Fixed a typo in deposit that said ThankYou was changed to Thank You.
2) Protection from Evil is now using the correct alignment. It was 350 instead of -350 which pretty much made it not work. Horus pointed this out.
3) Negative staves are still a work in progress.

Prometheus.

266
Suggestions & Ideas / Re: Skill Tree System
« on: February 23, 2009, 11:43:55 pm »
My biggest concern is that right now we only have two active coders and I know for a fact I'm not going to be too useful for making new skills so it is going to fall on Molzilla to code this and with all of the bugs etc that need fixing I think we need to fix the current bugs first then we can discuss maybe adding some new skills but adding this many skills I'm going to see a whole boatload of bugs / balance fixes. The best way to work on this to me would be it to be coded and tested on a beta port and then we can see how things work out.

I think we should introduce some basics "new" skills and see how people like those then maybe add more. I can't see putting in 50 new skills without major issues. Now if we add like 1 new skills / spell for each class and see how it goes then we can work on adding more skills. I'm concerned about changing too much too quick and making in confusing for newbies and older players alike.

And what about trainers as well?

Prometheus

267
Suggestions & Ideas / Re: grouping / gm / heal spells and potions
« on: February 20, 2009, 03:20:49 am »
Here is the meat of the post:
1) Fix the alignment system. Either keep it static but cause the skills/spells to affect the alignment..or make the system stationary.
2) Fix grouping.
3) Fix GM.
4) Make heals HEALS again. I don't care how expensive they gotta be. We have no PBase..so nobody to abuse them.
Make heals way less.

Now what I would like to know is what people think is wrong with grouping. Mord made a lot of changes to grouping pretty much putting it back to the old days. I know there is an bug of when a caster is grouped and someone else is fighting the caster will get hit. Thotter is looking into this bug.

The fix GM is the already posted in this forum area. To be honest I think GM is fine and I know for a fact others with disagree with me on it. But we all need to remember that we need to find something everyone can use from the newbies to the old hands.

Alignment I will see what others think on this before I really comment on it.

Heal was changed because they got too buff. I think Molly would be the best one to reply to this part of it.

Prometheus.



268
Suggestions & Ideas / grouping / gm / heal spells and potions
« on: February 20, 2009, 03:16:46 am »
Here is Toch's note from 4d:
Gotta tell you, murder is murder. Hack 'n slash is murder based nomatter how you
look at it.

If you want to make things align based you MUD have a stationary alignment system
We however are static. Skills and spells rely upon our current position of alignment.
That in itself doesn't make sense because it's not the alignment that defines the skill. No.
It is in fact the SKILL/SPELL that defines the alignment. If  you were to apply this same logic as it is currently
defined in our hack 'n slash actions...then I should say that the USE of skills/spells taht are considered "evil"
should in fact cause our alignment to drop. Not the other way around.

To be honest, I don't totally approve of the blind defense of anothers logic because to be honest, if you
truly sit down talk think about it, the system is half assed. We have a lot of broken flags, stupid rules
and to top it off, the crappiest grouping, and GM system in existance. And trust me, I say this with
all the love in the world. Nothing but good is intended by this perfectly private post.

You guys really honestly need to take a step back and try and fix the stuff that is effecting the players NOW.

Can't group. GM's have been gimped. Vampy flags aren't working. Alignment reqed skills/spells exist..
and to top it off, heals are not worth carrying around. The fact that I have to carry 100billion heals
to a simple place like Dino's and DP is crazy. they weigh too much, and my own cure spell does a better
job. This stuff needs to get fixed.

If the lack of coders is a problem, well all I can say is, stop what you're doing now, and fix the stuff that
is hurting the players. I'm probably the only one even bringing this stuff up, but tat's cause most everyone
else believes that no matter what they say the believe nothing will get done...or they just don't care.

So here are my recommendations once more:

 Fix the alignment system. Either keep it static but cause the skills/spells to affect the alignment..or make the system stationary.
Fix grouping.
Make heals HEALS again. I don't care how expensive they gotta be. We have no PBase..so nobody to abuse them.
Make heals way less.

That's it. Love you guys. Sorry for the lengthy post, but I gotta do it..otherwise nobody will listen to me
as the case usually is from my standpoint.

269
Suggestions & Ideas / Re: New Skill/Spell Ideas!
« on: February 01, 2009, 08:59:32 pm »
It shouldn't be hard to increase the limit. It is set in the code and like Thotter said shouldn't be too hard to increase :)

Prometheus.

270
Suggestions & Ideas / Re: Grouping
« on: November 10, 2008, 11:27:57 pm »
Little off topic to respond to Noinar question.

You don't need to be a builder to code. Scripting helps with people who have questions with scripting and it helps if you need to code something for dg scripts. I never build or scripted to code. But right now with 4 coders I'm not sure we need another coder but that isn't my realm.

Prometheus.

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