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Messages - Mordecai

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16
Suggestions & Ideas / Re: Directional Spells in Arena
« on: May 15, 2008, 09:45:02 pm »
Great testing guys!
This will be addressed as soon as we can do it.
Thotter, are you able to handle this?

17
Suggestions & Ideas / Re: Concept for Enhancing Clans
« on: May 09, 2008, 10:15:06 pm »
This clan change, if started now, probably wouldn't be in before October.
Considering the amount of building changes it would need.
And the amount of planning and testing it would definitely need.

However, a change like this would permanently add a whole 'nother level to the game, that would, without imm intervention, allow for players to do stuff in the game in an ongoing fashion that didn't just mean grinding mobs for exp.

I think the concept should be pushed through to completion.

And it starts by finishing this draft proposal of how it would all work, so that the creation of this idea can be delegated among the imms as needed.

18
Suggestions & Ideas / Re: Concept for Enhancing Clans
« on: May 08, 2008, 05:47:46 pm »
I like the voting idea, based on a percentage of active clan members. With weighting based on clan rank.

I think clans could be allowed to set these fields up like:
clan set feesdue (monthly, weekly, 2_monthly)   /* Charge the clan fees automatically */
clan set inactiveafter <X number of months> /* define how long you consider someone can be away before they are inactive */
clan set expelcantpay <yes/no> /* kick people out who can't pay? */
clan set leadertime <X number of months>  /* how long can someone be an unchallenged leader for, before allowing an election */
clan vote <1st choice member name> <2nd choice member name> /* single transferable vote system (STV) that doesn't let your votes go to waste */
clan set resetranks <yes/no> /* reset all the members ranks when you have a leadership change? */

So really, instead of being expelled, they just stop showing up on lists and being counted in any stats, or charged any fees.
If you can't pay your clan fees, get out! Or not.

19
Scripting Board / Re: Trigedit Help Requested
« on: May 07, 2008, 11:07:05 pm »
Ok, I've got the following script and don't know if it's working.  Either it is and I can't figure out how to make the script to check the subskill or it isn't setting the subskill.  Would appreciate help.  (yes, I know this isn't the full script.  The if's before this elseif are other speech's.)  Or, I suppose another option could be that the skill I'm trying to set isn't actually set up as a skill.


Script 1 (this should set the subskill of dragonmastery)
Name: 'Ask Viden',  VNum: [ 4496], RNum: [ 1075]
Trigger Intended Assignment: Mobiles
Trigger Type: Speech, Numeric Arg: 100, Arg list: *
Commands:
<edited for content>

elseif %speech.contains(<edited so players don't know the phrase>)%
  %send% %actor% Viden looks at you and smirks.  'So, you want to be a Dragon Master, do you?' he asks.
  wait 5 s
  %send% %actor% Viden sizes you up from head to toe.
  %echoaround% %actor% Viden sizes %actor.name% up from head to toe.
  wait 2 s
  %send% %actor% Viden asks you, 'Are you sure you have what it takes?'
  wait 5 s
  %send% %actor% 'There are 7 dragons in the world that need help,' Viden tells you.
  wait 3s
  %send% %actor% 'You must find these dragons and help them,' he continues.
  %send% %actor% 'In return, they will teach you the skills you need to become a Dragon Master.'
  nop %actor.subincrease(dragonmastery)%
  wait 10s
  %send% %actor% 'If you ever forget where you are in your lessons, please come and see me.'
  smile %actor%
end

Script 2 (this is trying to check to make sure the subskill has been set)

Name: 'Dragon Master Enter',  VNum: [ 4451], RNum: [ 1067]
Trigger Intended Assignment: Mobiles
Trigger Type: Entry, Numeric Arg: 100, Arg list: None
Commands:
if %actor.sub(dragonmastery)%
  say Welcome, Dragon Master Trainee.
else
  say what can I do for you?
end

It looks fine.
I mean, super abusable but fine.

So if someone says the 'phrase hidden for mortals don't see it' 100 times, you realise every time it will do the:
Code: [Select]
nop %actor.subincrease(DragonMastery)%And put them at 100% of Dragonmastery.

20
So you are all aware, the skill level you see in your practice lists is governed by prerequisites.

For example:
If you backstab skill is at 97%
but your hand-to-hand was at 80%

The total percent that shows up for backstab in the prac list is the average of the skills:
((backstab + hand-to-hand) / 2) = ((97 + 80) / 2) = 88.5%

So if you increase your pre-req skills, your other skills that use those pre-req's will increase too.

21
Come to think of it, will 'passive' skills like parry, hand-to-hand, advanced melee, melee decrease as well?

If I remember what Mord said earlier back on, some passive skills like hand-to-hand has a chance to increase if the skills that are dependant on it increases, else it won't increase at all.

That way, what happens if let's say, for example, your backstab is maxed, and the hand-to-hand skill 'degenerates' in a week..does that mean hand-to-hand doesn't get a chance to increase at all, because your backstab is already at maximum level, hence no chance for it to rise back?

I'm not sure, my backstab has dropped to 90+ percent, and doesn't seem to be able to increase, I guess that would be due to hand-to-hand's level, since that is the only precursor skill that hasn't been maxed at 97. But my hand-to-hand isn't increasing, is that because backstab (which has hand to hand as a pre req) can't be increased without hand-to-hand being increased which leads to backstab not being able to increase which leads to ......? Not very sure.

You bring up two good points Erwin which I have paraphrased below for clarification:

Q: Would passive skills (Like parry, and hand-to-hand) degenerate over time, since there is no set way to 'use' them?
A: Parry isn't a passive skill, it is an automatic skill, and therefore gets used randomly but automatically.
Hand-to-hand is a passive skill, and would be 'used' when any of its child skills, such as backstab were used.


Q: My passive pre-req's have stopped increasing since I maxed out the active child skills, how will this work with the new system?
A: What I will need to do, is have skill pre req's continue to be checked, even after the skill has been maxed, and maybe at a slightly more favorable rate. (I think at the moment the chance is 1 in 10000).


22
Now that we have choose in, it should semi-sort out this issue, as older players can help newer players to choose their stats. But I wouldn't mind being able to pay something to change base stats whenver..

We have talked about allowing everyone to rechoose their stats.

Now the other thing is, it could even be set to be adjusted again after every 2 masteries, or something.
What's your ideas on that folks, especially imms?

23
Suggestions & Ideas / Re: Concept for Enhancing Clans
« on: May 06, 2008, 11:37:44 pm »
Or was that referring to: "In fact making the real entrance is more or less to allow you enter other people's clan halls I'd assume. "?
That one. :)

24
Suggestions & Ideas / Re: Concept for Enhancing Clans
« on: May 06, 2008, 05:22:43 pm »
Quote
And some people end up with backdoors into their old clans possibly using recall items.

That's actually not possible. All clan recall items have scripted checks to only work for members of that particular clan. In fact making the real entrance is more or less to allow you enter other people's clan halls I'd assume.

Yeah, it is.
So in times of clan war, both clans would be open automatically.
In time of non clan war, clans could invite people in to use the clan shops.

25
The other thing that could happen is, your ability to get better at a skill through use of that skill could be made more frequent.

So if for example your backstab skill was at 1%, and you somehow made a successful backstab, you could suddenly gain like 12% in that skill.
But as your level of skill increased, the % gain would drop, and become far more infrequent.


Also, for skills that involve a victim, if you are the victim of a skill or spell, that you have the ability to learn, then based perhaps on your INT, you could have a chance of increasing your level of knowledge in that skill or spell.

For example, if you where a thief and you had 1% in backstab, and a mob backstabbed you, you might gain 5% in backstab.

Or if you were a priest with 1% in heal, and someone healed you, you might gain 5% in heal.

26
So even though, you just need to use the skill to keep it 'active', once a week or so, that would be over the top for some people you think?

It is a hardline measure, but my feeling is that it would increase the activity of some people just a little.
- Move them from afk at recall to go mount a horse, or find a tree to woodsing, or manifest a weapon.
- Have people log in to the game at least once a week to do these things, to maintain their character, and as a side effect, see what is happening on the game and perhaps stay a little longer then they would have normally.

Maybe a longer period, like 2 weeks, before it degrades, and have a smaller percentage loss, like between 1 and 4%.

Even so, I don't think using a skill or spell once per week is 'spamming it all of the time' hehe.
But you do make a good point, what ideas could you offer towards a comprimise in this, towards the goal of:

Flushing out unused skills
Having people use skills they don't use that frequently, to become more familiar with them, and perhaps increase their popularity.



27
Good point, I will have a think about that issue and get back to this thread.

28
Suggestions & Ideas / Re: Concept for Enhancing Clans
« on: May 06, 2008, 02:53:54 pm »
Firstly, too many changes at once?
This is just an idea, to be fleshed out, it isn't going in tomorrow.

And as for removing commodities, it would be made so that you could remove them, rather than you just don't have them anymore.

The goal here is for clans to be a strategic base for it's members which if run well, can make a profit and prizes for the clan.

By making the commodities i listed above, able to be toggled on or off by a clan leader, the cost of the clan upkeep will increase or decrease accordingly.

And when I say, clan NPC's, they will need to be much more powerful then your existing ones for sure, if they are to help protect your clan from raids and such.

Iwku, thanks for responding to the post, I will hopefully be able to alleviate your concerns as this idea fills out.

29
Suggestions & Ideas / Concept for Enhancing Clans
« on: May 06, 2008, 05:32:12 am »
This is just a preliminary brain dump of this idea.

A few changes I think would work for clans:
Adding physical entrance, so that it is possible to walk in to a clan.
Removing all commodities from a clan.
Enabling a clan points system (these are similar to tokens for players, to buy commodities with).
Allowing clans to influence certain mobs and shops to join their faction or cause.
Having a morale system, that encourages more NPC clan members to join the clan.
Enabling an inter-clan war system.

Currently clans get certain commodities:
- Healer
- Recall Item
- Crest
- Board
- Potion Shop (Healing potion, remove curse wand, strength potion)
- Utility Shop (Container, food, drink)
- Alignment room good
- Alignment room evil
- Clan House
- Clan Prison
- Clan Meeting Room
- Fountain
- Uniform / Rp Eq
- Exit to a distant zone
- NPC Clan members

I suggest these as additional commodities, which all need code support, and will explain why after:
- Remove recall item, and add a coded recall room in each clan.
- Clan Entry Guards
- Clan Gate
- Trophy Room
- Weapon Racks
- Armor Shelving
- Remove Alignment room that does not fit with clans alignment.
- Shop to sell goods collected by the clan members

Shops + Factions
A code change to shops so that keep track of how much they sell.
For a percentage of this amount, and if the shop is sympathetic with the clan alignment, the shop can have its loyalties bought by a clan.
This purchase is for one month at a time, and at the end of that month can't be bribed by any clan for a random period of up to one week.
A percent of all purchases made at the shop while it has been 'bribed' or 'influenced' or 'seduced' at this time go towards the clan funds.
The shop while bribed will not sell items to any clan that is of opposite align (or possibly just when at war) to its current clan.
The shop mob adds to the population of the clan.

Mobs + Factions
A mob flag to allow certain Feature* mobs to join a clan faction.
This mob adds to the clan population, and if the clan is at war, will attack the opposing clan on sight.

Clan points
Points can be earned when maintaining Clan Morale, Returning a profit on shops, Recruiting members, recruiting NPC's, Token Donations, Inter-clan events / competitions / wars, Collecting trophies.
Points are used for adding new commodities to your clan.

Clan Morale
Clan NPC's will be influenced by clan loyalty, wearing clan items, clan donations, membership size, and percentage of members on in a week, bringing back and mounting trophies.
As clan morale gets higher, more NPC clan members will move in to the clan area and will actively defend it, and will pay tax/donations towards the upkeep.
Higher clan morale makes it easier to influence Feature Mobs and Shops to join your cause.

Trophy's
Certain items and Mobs can be flagged as trophys, and when found or recovered, can be taken to the clan and given to an NPC to mount in the Trophy room.
- Certain mob's scalps and heads
- Artifacts
- Items obtained at the end of a quest
- Awards like KOTM, Blue band of victory, and Horse racing

Entrance Guard
After opening the clan up so that it has an entrance you can walk in through from a zone, it will need some basic protection, such as a gate guard, or two, or three. For a small fee of course. The guards won't allow people past unless they have been killed first.

A Gate
Well, you don't have to pay for a gate and a lock, but it may help keep people who can't pick a door from getting past.

Weapon Rack
You always find good weapons you can't use on your travels, why not put them in the weapon rack, and if your clan is attacked, your NPC members will take them up to fight with.

Armor shelving
Same goes with the armor shelving, put the armor items you find on your travels in this shelving unit, and when attacked, your NPC's will wear it to defend your clan.

Cycle the clan's gains
Done on a set time cycle such as monthly at which time:
- Trophies, Armor, and Weapons are cleared.
- Rent is charged on the commodities.
- The Mob's as staff take their fees.


Things that 4d needs checked for balance before this will work:
- Levels of all aligned mobs in the game
- Check clan exits
- Check shop alignments

I need to bring up a few more points, such as how the point system works, recall points, and how clan wars happen.
But for now, I will leave it at that.


30
Um Mord, I think Estidn means to see all the skills/spells that the trainer teaches.

If I'm a class that can't learn particular skill/spell, typing practice skills or practice spells will result in something like

Professor Grotefend can teach you the following skills:
You don't know any!

Professor Grotefend can teach you the following spells:
You don't know any!

Perhaps a command that can show all the skills/spells a trainer teaches?

Oh, sure. :)
I will get that in right away.

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