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Messages - Xeriuth

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61
Suggestions & Ideas / Re: Should timers on artifacts be removed?
« on: June 23, 2011, 01:26:42 am »
Ah, I see where you are coming from Kvetch. I think Loria just misunderstood what artifacts quite were at the time, mostly because artifacts in no way shape or form waste money at this time. The idea is to make it so they become a commodity and people may actually spend money on them. The annoying part however is correct, because, it is annoying going through the hard work in loading an artifact, or purchase one, or be given one, just to have it poof after so long, as well as having a perz that is an artifact that you spend a silver to reload just to have it poof after so long. If anything I give her credit for at least posting on the forums and being new, at least cares that much about the mud. Plenty of oldbies out there and others who have been around not quite as long to be called an oldbie don't post on the forums... it would be nice to hear more people's input, because that is what makes up for better discussions. So really, anyone that posts, doesn't matter what they say, whether it be for or against something, I commend. I'd like to see more new players input and some old players who don't typically post alike start getting involved, but will that happen? No probably not. The people that post things clearly care to a degree. The people that don't are either indifferent or don't care, I'm not one to judge either way, but that is how it is as it stands at this time.
The point with my solution is that the timers are only offline, so this no longer prevents someone from gathering artifacts or getting one and it being lost forever offline. And by it resetting, it makes it so even someone who is active that simply logs out for the however many hours a day, doesn't lose their artifact, just because they played however long and had to log out for hours they weren't at a computer, despite playing everyday. Overall the purpose of no online timers is so they are perzable, if one is maxloaded then they can buy them, this way they are always obtainable in some fashion. As well as being permanent to those who are active players.
Just some thoughts.

62
Suggestions & Ideas / Re: Future Clan Contests
« on: June 23, 2011, 12:40:56 am »
I'd say it's a bit of an exaggeration. Sure deeds can be improved upon. But I think 4d doesn't really have a lot of features. Gladiators were implemented, but I think it should have been done differently, to a point where I think people would enjoy it more. I can go into that idea again on another thread sometime. Right now we have deeds and king of clans on the plate.

We don't have crafting, fishing is very limited but still there, farming was popular when it rewarded tokens but when switched to tradepoints kind of lost interest. 

Really our primary features that we are known for is our world and our quests. But those aren't truly features in my opinion. All muds  have zones and sort of quests. But actual things (features) to spice up the life of the mud, for people to gather and group and have fun, that's what is lacking, that other muds have and what we need here. These clan changes are intended to do just that, and the deeds helped with Chaos, as Asmo used in his recruitment post.

Perhaps we need more elite zones that are impossible to solo, but need groups to go to. However the experience yielded per mob would have to be worth it. If you can kill 20 dino's and get 200mil exp in 10min and it takes you 10min to kill 5 mobs in the new zone and they only yield 350mil total, you'd rather go solo and get the experience quicker. We can actually just simply make zones like Dark Planet and Prehistoric Forest have harder mobs, so there is no need for new zones. Groups pretty much work like they did in the olden days. Leader everyone would follow and be primary tank, while the last person in the group would be secondary tank, just in case a random mob would walk in and attack. Since they attack the last person to enter the room. From what I remember that's how it worked in the old code. It is just a lot easier to solo these days then it was back then. I remember rip in time zone being a challenge for many people back then... that says a lot I think.

63
Suggestions & Ideas / Re: Should timers on artifacts be removed?
« on: June 22, 2011, 10:09:02 pm »
If implemented how I have mentioned, by making Offline_Timers refresh upon log in and have them poof after a certain amount of time offline. Also make all artifacts melt on drop and unable to be put into containers. This will prevent them from becoming non accessible due to inactivity as well as discourage hoarding. Hoarding of course can still happen but if that player ever goes inactive, all their hoarded belongings head back to the pool and can be reloaded again, the hoarder loses his/her/its stock pile with nothing to show for it.

Once again the perks are that it re-open that aspect of the economy and also will fix the problem of the fairness factor from long ago that oldbies still have perzed artifacts while new players have no way of getting them.

Kvetch, this solves the problem of hoarding you keep bringing up, and there just needs to be one alteration of code, allowing the current offline timers reset upon log in. The rest is builder's capability, adding melt on drop flag and preventing from being put in containers as well. Also removing the online timers. Once this is done, problem solved, and have a lot more happy players. There will be no true hoarding that will prevent artis from ever loading, or being available. If a person who has 'hoarded' them on an alt is around then the artis are available for purchase even if maxloaded, and if that person decides to go inactive, bam, more artis back into circulation. Explain to me how this will not work? I think it's the best solution possible that covers all bounds without going into more coding.

Or just rethink artis altogether, no timers or anything, just !rent and can't put in houses. Make them uber, unperzable, and all people with perzed artifacts get a free perz. That way when an arti is loaded that player can use that uber item until they log out, or pass it to someone else before logging, and in turn that person can pass it on when they log, or just log out and make it poof. It's and idea, or maybe another idea altogether. Thoughts? also vote count looks like it'd be 2 con 5 pro, Molly leaning towards pro, just not thinking it's priority at this time. So if you give the thumbs up Kvetch, then looks like it's a well supported idea ;)

64
Suggestions & Ideas / Re: Future Clan Contests
« on: June 21, 2011, 02:25:42 am »
What rewards can there be for the King of Clans. Well this could sort of tie in with the spells thread. I think utility spells that you always have to but another for would be the better spells. Ones that you can't get from healers such as armor and bless as Molly mentioned. Vitalize is a good one. However I have an idea to throw on top of this, the KOC rewards could sort of be tiered. For instance, if clan A gets the crown, then the mob would of course still load. That same clan could go after it and claim the crown a second time in a row, to get an even better reward and so on. The moment another clan gets the crown, the clan despite the number of times they claimed the crown in a row, lose all of the rewards and have to start over. The better defenses can be work well.  Other spells that could be good are locate object, identify, or higher end levels mana shield, brace, locate person. Another potential award is to increase the experience bonus everywhere by a smaller percent, and have it stack with whether your clan owns the zone with the deed too. So 5 % extra experience everywhere and 15% in zones the clan owns, instead of the 10% it is already set at.  Or simply perhaps a temporary exp buff. for the next 2 mud days after claiming a crown, the clan gets a double exp buff, much similar to double exp holidays that we used to have. Since a crown should be a group effort to attain anyways with your clan, not a solo effort. With more players on to have gotten the crown, then they are fair game to level as well afterward as an immediate reward. just some thoughts .

A suggestion for clanhalls could be perhaps, have a section simply for raiding and another part of the clanhall for clan members only. This way clans can still be raided, but it's up to them whether they participate in raids, and in turn deeds and king of crowns. They should just be wary of storing gold in their clan treasury if they don't want to take part in raids.

65
Building Board / Re: Something NEW in building
« on: June 17, 2011, 12:08:25 am »
Hmm is this feature already in? How does this work with hidden containers and hidden objects for scripts? Are they always there, and just the description changes for clues for it, or do they load along with the room description for a player with the flag? For instance you do something in a quest and a room is destroyed, now there is rubble, you can get something from the rubble now, but there wasn't any rubble prior to that change happening? Trying to figure out how best to work that.

66
Suggestions & Ideas / Re: Future Clan Contests
« on: June 14, 2011, 10:46:00 pm »
A quick idea, wondering what you all thing, but with this talk about ctells and how it can be fun and lively. What about a small feature to get it going, clan alliances... which can precede clan wars possibly. If two clans like each other enough they can ally, once done they can hear but ctells, of their own and other clan. I'm not sure how hard this would be to code, but could prove to be very interesting and fun. Any ideas, thoughts?

67
Suggestions & Ideas / Re: An idea about the Seekers Clan
« on: June 13, 2011, 04:17:08 am »
Xeriuth you should be leader!

Is that a nomination?

68
Suggestions & Ideas / Re: An idea about the Seekers Clan
« on: June 13, 2011, 01:36:17 am »
1. I think this is a hell of a good idea, which we will probably implement very soon
Awesome!

2. I agree that Seekers are kicked out of the newbie zones too quickly, so I've already changed that. They now get to keep access until level 40...The original level restriction was to stop older players from harrassing newbies or killing off the mobs for them.

Level 40 is an improvement, but why not just give access to anyone within Seekers and or helper. This will prevent possible harassment and mass killing of mobs by other players. If a Seeker is an alt and they make it hard on other players by harassment, the leader will take action and expel the individual, if it's a Helper harassing then they lose their flag? The end result however is though that, at anytime a player that wants to be in Seekers for training can revisit the school to brush up on some skills. For instance as guidance one could say, well go back to the Future area and read up again on that section. Despite them being level 47 T3.

3. I don't agree that newbies never should be kicked out of Seekers. In fact I think they should still be automatically kicked out at first remort, just like now, because everyone should be forced to make an active choice about what Clan they want to be in. However, they should be able to choose to immediately return to Seekers, if that is what they want. In fact every player in the Mud should be allowed - and even encouraged - to apply to Seekers with an alt. Even the rule against multiclanning that some Clans have should make an exception for alts in Seekers.
This would certainly be one less thing to code going about it this way. I just thought of it as simpler, and the leader/helper members express that members can leave at anytime, from the getgo, so they still have a choice, just don't have the hassle of expulsion upon remort.. I'm not certain if it expels you upon any remort, or just the first remort, will have to check on this.

The only rule against multiclanning concerns CL. You really shouldn't be a leader - or even a co-leader - of Seekers while at the same time running another Clan. That doesn't mean you cannot help as a member, in fact ctell and grouping allows every member to help. The goal is to create a chatter over ctell, that shows the Mud off as being active - (perhaps even a bit more active than it really is) - and make the newbies feel noticed and at home, which in turn hopefully would make them stay longer. And since getting more players is the key to a lot of things, I'd like to think that every player in the mud would work towards that goal.
I agree that you shouldn't run Seekers and another clan at the same time since Seekers is a much more of a dedicated position, that requires an active leader, other clans should have active leaders, but isn't enforced, at this time. But Ctell is a big positive of this change, agreed.

On that note I was even thinking that having new players create with gossip toggled on instead of off, might be a good idea, to make them feel part of the community faster. Only seeing what's going on over gossip lately, I sort of rethunk that. You guys should really keep personal grudges off the global channels. :-P
Agreed

Leading Seekers would need social skills, some true unselfishness, an active interest in helping players and preferably a lot of time to be on line. Since I don't think anyone could have that much time, Seekers should probably have two equal leaders, and those two should ideally spend the main part of their on-line time at different times of day, meaning they should be from different time zones. (Still, with several active players having alts in Seekers, this would become less of a problem. Seeing a newbie creating, while none of the leaders on line, would hopefully make them log their Seekers alt on).
And since the time we can spend on a mud invariably varies with things in RL, it's important to resign as Seekers leader when you no longer have that time. (This is important for any Clan, but most of all for Seekers).

I agree with everything you said here. However, at first, it would be good to get at least one leader, since how many people really fit the bill here? Also accept alts of players into the clan to help as well. In time two leaders would be best, but have to start small and work our way up, I'm thinking.

Does anyone think they are up for the job? Or think they want an alt in the clan to help?
How do we want to choose a leader? Nominations, like the Boba's? Merely up to the imms? Please give some input!? Thanks!

69
Suggestions & Ideas / Re: Should timers on artifacts be removed?
« on: June 12, 2011, 02:46:30 am »
Any others wish to vote, right now it is a majority, but it is always nice to hear from others perspectives.

70
Suggestions & Ideas / Re: Spells
« on: June 12, 2011, 02:45:20 am »
Wanted to revisit this, to get more input..

1) Locate object available to more classes? Yes/No?

2) Variety of Elementals, now available to all classes?

3) Spells like poison 2 3 4 become available to players? Maybe in forms of scrolls or staffs.

4) Magic Bubble dispellable?

5) Perhaps other spells like 'Identify' become available? Instead of using scrolls all the times?

Any other skills/spells you'd like to see changed? Post and discuss!

71
Suggestions & Ideas / Re: An idea about the Seekers Clan
« on: June 12, 2011, 02:26:58 am »
Newbies are almost shunned as Seekers, because most Clans still live in the past thinking they can set tasks and 'only the best' will make it into the clan.
This is something that clans can still do with this feature implemented. Seekers could rightfully spawn these great players by keeping them and training them and the "Elitist" clans can pick them up. Unless of course they are lured to another clan. Seekers could potentially have a lot of people, some may think of it as home since that's where they 'grew' up, but it wouldn't have a special RP of any nature, which is an attraction they would get from all other clans.

Seekers are pushed from the nest way too quickly.
I agree with Kitolani here, they are pushed way too quickly, and that's why we came up with this idea. And Viri kind of backed it up as well.

By level 18, they aren't even allowed to enter mud school anymore, and anyone that's done only the quests offered with little to no hunting are leveling out of school before they've had a proper introduction to the way our world works.
I don't see very many drawbacks to having Seekers be a permaclan. It seems like an incredibly sound idea, especially if they have perpetual access to the awesome school/quest academy 4d offers.
I didn't mention it in my previous post, but a third change to code or scripts would be to allow anyone within the Seekers clan permitted to enter the mud school/newbie zones freely, just as Helpers can. So you are right on the money with that Kito.


This is a good idea.
Don't hear that very often from Virisin, so it must be a good idea!

With that said, we need more peoples input so if you are reading this, please respond with your words of wisdom and let us know what you think! Thanks!

72
Suggestions & Ideas / Re: Future Clan Contests
« on: June 12, 2011, 02:12:23 am »
Hmm, Asmo, is that a recruitment post for Chaos? ;)

73
Suggestions & Ideas / Re: Future Clan Contests
« on: June 12, 2011, 01:18:19 am »
Wanted to touch on a few things real quick.

I agree there should be global chats of when a deed changes hands, claimed initially and who claimed it. And preferably toggleable. Could perhaps just have it chatted over quest channel, and you can toggle quest on and off whether you want to hear it or not.

I think the way deeds load is fine, at least you have a potential chance of loading it every reboot. If a deed would load on a shopkeeper during a reboot, you'd pretty much be screwed for 5 days at some times because the mud does not crash anywhere near as often as it once did.

There should be milestones for specific amount of deeds and respective bonuses. I think they should also be cumulative bonuses. As I've mentioned before the top prize being when a clan manages to claim all deeds in the game. At a point such as that, I think that would be an appropriate time to have a global reset of deeds, and start from scratch once more. It's a hard feat to achieve let along maintain, hence the reward should be permanent for hitting max deeds, even as subtle as name on a plaque or any number of things.

Changes to mobs and how they act in a zone would be a nice feature to have added, but not priority. I think the milestones is a better thing to hit, mainly to give incentive to finding deeds because the current  bonuses don't cut it. This would of course help resolve the grinding aspect to make it better in the fact of being more desirable, having an actual purpose, and will help being selective of where you hunt.

I don't think forcing anyone into pk due to deeds is wise.  
Will touch on more at a later time. That is all for now.

74
Suggestions & Ideas / An idea about the Seekers Clan
« on: June 10, 2011, 03:24:03 am »
I propose an idea and request as much input from players and immortals as possible.

Training, is something that all new players to 4d need, and something not all players get. Currently as it stands players start off in Seekers and have the opportunity to go through Mud School and the newbie areas. Once they remort, they are no longer in Seekers and are forced to fend for themselves or join a clan. This has worked, but I believe it could be better. Molly supports the fact that there needs to be a training clan, and I agree. Dragons is supposed to have been a training clan but it doesn't quite work since Seekers is where players should be trained. Not leave a clan just to join another for training. I suggest that Seekers becomes the primary training place, where new players can learn what it is like to be in a real clan, rather than something very temporary it is now.

How will this be done? Well, first, it needs a mortal leader, which should be a Helper because that will be their primary function as a leader. Will take Molly's advice and it will not be anyone who is also leading another clan. However they can still have alts in another clan, just not be the another clans leader.  This will be a dedicated position, one will have to really live up to their title of Helper to do what is required. Teach, support, encourage, etc. Since the Immortals are the current leaders they would of course be fitting to pick the predecessor, but this can only happen with player support. There can be other people or Helpers, if they choose to be, that are there to help and assist new players and show camaraderie. The point is to teach players from the start what a clan is supposed to be to them.

Also to further make this work when a player remorts, they no longer will leave Seekers, they remain in the clan until they choose to leave on their own accord. If they choose they want to walk the path of a Loner, or join another clan that suits them, it is their choice.. no longer forced. Since there is a clan leave command now, it works perfectly, as long as it doesn't give the cost of 1 Silver, leaving the clan should not have any form of punishment.This exception should be made.
With this being done it allows any player to gain the maximum amount of training they need, before they go on their way and follow the path they have chosen.

So to sum everything up:
Dragons will no longer be a training clan, Seekers will be the place to train.
Seekers will have a mortal leader. Leader must not lead another clan. Leader must be a Helper.
Remorting will no longer expel the player from Seekers. They can now leave on their own at any time with clan leave yes, and it will not cost a silver token.
Seekers will function much like a normal clan, have clan ranks, participate in deeds, etc. Have fun.

What we mostly need is people to say whether they are in favor of Seekers becoming the primary training clan and allowing new players to stay there as long as they would like? Also if a mortal leader is acceptable there, it certainly won't be stealing members, it'll be the first line of recruiting, recruiting to the mud, which in turn brings more players to all the other clans. So thoughts?

75
Suggestions & Ideas / Re: Future Clan Contests
« on: June 08, 2011, 09:27:23 pm »
What I think needs to be implemented is mile marker, global bonuses for a clan..
At 10 deeds for the clan, they get some sort of buff, at 20 same thing, at 30 something else. This will give incentive to keep reclaiming deeds to get the bonuses for your clan. If the bonuses are worth it, this could make people want to go collect all the deeds... increasing competition. Right now there is little incentive to go out and get the deeds.. this would add incentive.

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