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Topics - Prometheus

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31
Suggestions & Ideas / Tree woodsing information
« on: April 19, 2009, 09:13:26 pm »
Hayato asked about trees so I am posting the information here. Now there is an bug in the hp tree which will need to get fixed.

pine / oak -> speed
elm/ironwood -> hp (Right now might give negative hp instead of positive hp)
elder / fir -> Mana (Might give - mana)
willow -> cha
maple -> int
dogwood -> wis

Prometheus

32
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

33
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

34
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

35
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

36
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.

37
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.

38
General Discussions / MOVED: What do you know about Camels?
« on: September 19, 2008, 10:39:21 pm »

39
Suggestions & Ideas / KOTM / KOTY rules discussion
« on: April 12, 2008, 02:44:22 am »
All,

I would like to start this thread on suggestions / ideas for KOTM rules. I made a few on the fly but I would like to hear with others have to say.

Prometheus

40
Suggestions & Ideas / Magic Bubble
« on: February 25, 2008, 01:42:55 am »
All,

I know there has been some discussion on the length of Magic Bubble and if it should be cast on self. I found in the code where the length is determined. I can shorten the length of MB. How long should it be? I know Virisin was saying like 1 minute but I'm leaning more toward 10 minutes maybe 6 to 7. Let me know.

Prometheus.

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