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Messages - Molly

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556
Suggestions & Ideas / Re: Bugs.
« on: April 19, 2008, 01:18:33 am »
Segmented mobs should definitely stay in the same room, it doesn't make sense that bodyparts can be pushed out, or follow you to another room, - (unless possibly if they are snake heads on long necks, like Scylla and the Hydra). They also shouldn't follow when shot at.

I think this is something that should be set in the code and not left to the Builders, it's too easy to miss.

557
General Discussions / Re: "Quest" in Player Title
« on: April 16, 2008, 05:07:14 pm »
So, let us know when it is fixed, Fiz.
We might want to use it in the planned RP event.

558
Suggestions & Ideas / Re: Channel histories.
« on: April 16, 2008, 05:05:57 pm »
I'd actually love a "wiz. :)

559
Suggestions & Ideas / Re: To GM or not to GM
« on: April 14, 2008, 03:30:47 am »
I am no big fan of GM either, so I voted yes too.
Mainly because I like the variety that classes give, and since GM seems a bit overpowered to me.
(Of course the recent KOTM showed that GM isn't everything, fighting skills do still count).  :)

Anyhow, I think you should get SOME reward after you run through all classes, but not nearly as large as present.

Perhaps a couple of extra skills/spells, and perhaps you should be able to choose from which class you want them? Or even choose which extra skills/spells you want (probably with some exceptions)?

This is just out of the top of my head, I haven't really thought through it. 
So maybe the bonus suggestions had better come from the experienced players.

560
General Discussions / Re: "Quest" in Player Title
« on: April 13, 2008, 07:54:24 am »
Actually all Quest does is make you able to use the quest channel, which is a channel like any else.

The idea is that whenever an imm run Quest or RP event is going on, the players that take part should toggle the channel, to be able to communicate during the quest, without spamming everyone over gossip.

It's rarely used however, probably because imm run events are pretty rare. So I guess that's why it ran out of fashion and now is misinterpreted in various ways.

561
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 12, 2008, 03:53:22 am »
I made a new mob for cure blind; Eos, the rosy-fingered Goddess of Dawn. She was so obvious that I couldn't resist it. (You'll find her somewhere as far east as you can get).

On another note, we've started setting up a few of the trainers in 6001 for a test of the new code. Once we are sure that the code works, we'll start implementing it on a full scale. So it is important that the final list gets set up as soon as possible, we don't want to end up doing a lot of work that has to be redone later.

One more thing that we need to decide on is how what info we give to the players on line.
- Should the name of the trainers be mentioned in each helpfile for the skills and spells?
- Or added to all the skills/spells in the skilllist as an extra column?
- Or both?
- Is any more detailed info needed, for instance WHERE the trainer can be found?

My own opinion is that for the low tier skills we should give an absolute location, for instance 'Mike, the Recall Trainer' , the medium skills could get the mob name an approximate location, (perhaps the zone name). like for instance 'Polyphemos in the Odyssey', and for a few of the top skills we could make it a Quest to find the trainer in question,  by some vaguer hint that you'd have to think a bit about to understand

Also, it would be appreciated if those of you imms that have full OLC in 6000 would help with the work of making the trainers. Adding the training part is dimple enough, but since there are 200 skills, divided on at least three times as many mobs, it means a massive amount of work, and I hope Diandra and me will not be ending up doing it all. So if you want to help, mail me and Diandra, and we'll set you up with a hunk of the list.


562
I think all the timers should be alike, including poison weapon, tinker, staffs and artifacts, (and any others I might have forgotten). And since they run off line now, they need to be considerably longer than before. I'm told nobody uses tinker and poison weapon any more, since the change

563
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 09, 2008, 05:18:14 pm »
Even though bash already is solved, I got to suggest Toke Thickhead for it, since it's just too IC to resist:
QUOTE: 'Toke Thickhead actually did get his name because of his habit of bashing doors head first - regardless of if they are open or not...'

There has to be some mob in Future to use for psi panic and shocking grasp, perhaps one in Dark Planet? For instance the Bayon or the Korpik? (The Korpik could work for shocking grasp too). It's a nasty zone, but at least those mobs are not aggro.
Okkyokk, who loads in Yudore (Alpha Centauri) is another suggestion for future related fighting skills, and the Groaci are known thieves and also have a 'collective brain'.

C3P0 could perhaps reach steelskin, or some of the other Androids on the IGTCs? Or the Jimilak (That's Dark planet too). Or the AT-AT Walker on Hoth (unless you prefer to use that for Static Shield).

For recharge I'd suggest Bolomi, the Repairman in Wawat, or some weaponsmith in Oldwest.

Sense life - any Hunter or Indian would make sense, perhaps Hawkeye or Running Dog. Or Shebanqy the Hunter in Kerma (Kush)

564
Suggestions & Ideas / Re: Prices to Raise Skills
« on: April 08, 2008, 05:07:53 pm »
This reminds me - we've also discussed the possibility to pay for practice sessions with TP.
I guess this is taken care of with the conversion of TP to gold however.

Anyhow, we need to discuss the practicing prices in connection with the new Trainer code being implemented soon.
In my opinion high level skills should cost a lot more than low level one, but that is perhaps already the case?

Could someone perhaps post the preset ratios here, so we can compare?

We also need to discuss gold and inflation and prices in general.
It seems newbies have some minor problems with cold, mediums get along fine, if they are reasonably active, whereas oldbies have collected ridiculous amounts of gold.

Clan leaders also have the possibility to circumvent the gold cap by putting their surplus gold in the Clan treasuries, which seem to not have the cap on gold that individual player accounts have.. I am not against Clans having a Treasury,(although what Clans need gold for is unknown to me). But it seems unfair to other players, that CLs should have this opportunity to use their Clan as an extra bank.

Here are some suggestions to deal with the inflation:

- Make new players load with a somewhat larger amount of gold at chargen.
- Put a Bank in Newbie School that they can rob (and also to teach them about banks and currency.
- Lower the general amount of gold that mobs yield considerably
- Adjust the amount on tiered mobs, so that they give proportionally more than tier 0
- Put a cap on the amount of gold that a Clan can have.
- Make the cost to practice low level skills/spells less than the high level ones.

Then, after all this has been implemented, we can discuss the general level of the practice costs.



565
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 07, 2008, 11:40:35 am »
Diandra, who has been setting vnums on the Trainer suggestions in the Admin Board, posted this list, and I thought I'd share it.

The following zones have no trainers so far:

15  Royal Forest
17  Little Italy
27  Prehistoric Forest
35  Westward Ho!
40  Central Mediterranean Sea
47  New Goznemia

57  Dragon Caves
62  Poon Towers
63  Alpha Centauri Planets
74  Outback

78  Serf Village
79  Lostlands
81  Valley of Kings
82  Alpha Centauri

96  Jurassic Ocean
97  Jurassic Park
130 Dodge City
136 Coloma River Valley
172 Cosmo Canyon
187 Planet Whotvar

189 Nile River
191 Dragon Island
214 Ali Baba's Cavern
219 NightDragon Realms
228 Golf Course
237 Whotvar II

238 Planet of the Reptiles
270 Nightdragon II
300 Spaceship Titanic
340 Game Grid
500 North Aegean Sea
510 Corellian Sector
520 Poon Ocean
521 Poon Underwater
526 The Ranch
700 Dark Planet

Some of them are of course travel zones, or 'hunting ground' with mostly animals, but several others, in particular the highlighted ones have mobs that should be good for the puropose, so let's try to find something for these zones as we divide. the last skills/spells.

Generally I think that the 'better' a zone is, the more motivated it would be to put some trainers in it, since trainers in a zone will attract players, and it's in the general interest of the mud to primarily lure new players into the best zones.

And here is a list of the skills/spells that still lack trainers, if anyone has any suggestions:
- enchant weapon
- psi panic
- recharge
- sense life
- static shield
- shocking grasp
- steelskin

566
Estidn just asked if those timers could be longer, since we changed the code so that they run when the players are off line too.

It sounds like a valid request to me, so could the coders please see to it?
I think 1 week could be reasonable, possibly 2.

Opinions on the time, anyone?


567
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 04, 2008, 01:50:27 am »
I don't really see any reason why players couldn't have polymorph, as long as it is a tier 4 level 50 spell, and provided that polymorph has a reasonably equal chance of making the victim tougher or weaker.

As for GMs getting skills/spells that other players don't - maybe that should be looked into, in connection with a general overhaul of who gets which skills and spells and at what tier/level.

This has been discussed before - and also a 'Specialist' alternative has been discussed, where the players could choose to delve deeper into any one of the classes, getting a 5th tier with some specialized skills/spells, instead of going for GM. (The GMs would of course not get these specialist skills). This is something that I'd like to see myself, because it would be good for RP, and also make the players a bit more individual. It should be relatively simple to implement on top of our current system too. The main problem would of course be to find equally attractive skills/spells for all 8 classes.

Perhaps this is worth a thread of its own - if it doesn't already exist. I think I remember Angel posting something along those lines, but haven't got time to look for the thread now..

568
Suggestions & Ideas / Re: Gold per Kill equation
« on: April 04, 2008, 01:31:02 am »
I think the equation should definitely change to reflect the higher difficulty with tiered mobs.

But I also think the amount of gold given should be generally lowered.
The amount of gold that high level players can collect is ridiculous, especially since people figure out various nifty ways to circumvent the cap put on max-gold by the code.

569
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 01, 2008, 05:13:54 pm »
Polymorph is obvious - Circe of course, she invented it, after all
Control weather - either a druid, a shaman or an Indian Medicine man

I think we could use the Constellations for some of the following:
Mana Blast
Mana Transfer
Meteor Shower - The Pleiades
Mind Electricity - Electra
Psi Panic
Paralyze

(I'll check their descs tomorrow, see what fits)

570
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: March 31, 2008, 03:04:43 am »
Some from-top-of-the-head suggestions:

advanced melee - Sir Ector (Camelot)
crossbow - Captain of the Guards on Robber Baron Castle roof
firearm - Butch Cassidy or any of the marshals
manipulate - Cesare Fellini
master melee - Lancelot
meditate - The Hermit (Ta-Beneth), Colby the hermit
sling - Cro Magnon chief
slip - Doc Holiday
smash - some Pirate on Pirate ship
strangle - bravo in Fenizia
throw - Neanderthal chief
-
flight - the spaceman (The House Of 1001 Pleasures)
gate - L'Hannan (Dun-shivaar)
life transfer Cheiron
mana shield - Master Damian (Dun-Shivaar)
numb mind - Circe
poison -  Camilla Donatello
protection from cold - Bigfoot
remove alignment - Dr Jekyll's nephew?
slowness - The Lotus eater
stoneskin - gargoyles in Odessin, or some statue
suffocate - Calypso (Odyssey)

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