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Messages - Tor

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31
Once's Board / Re: Latest Patch 09/10/2011
« on: September 15, 2011, 02:24:45 am »
Gee, Molly... How did I not see that coming?  ;)

32
Once's Board / Re: Latest Patch 09/10/2011
« on: September 15, 2011, 02:02:18 am »
Farming for trade points... 100 per hour?

Copied from the in game farming help;

"On the North Wall Road, north of Olde Yorke in the Medieval Dimension there are 8 different fields, each for growing a different crop. Just go to one of the fields and start by typing PLOW. From there on it should hopefully be self-instructive.
*
Like in real life, farming is pretty time consuming, but also rather safe. There is only one small drawback; each field only yields once per reboot and player. If you try it again too soon, you'll have a crop-failure.Farming gives you some exp points and you can sell the crops to different shop keepers and inns in Olde Yorke, who will pay you, mostly in money."

Is this help file correct? Can someone that has farmed, and remembers how many tp they could / can earn during the time between reboots, much less an hour supply some input here?

33
Once's Board / Re: Player Created Restrings
« on: September 14, 2011, 10:16:55 pm »
Kvetch as the bad cop... Still sounds okay.

34
Suggestions & Ideas / Re: Immortals, try not to take this personally :)
« on: September 14, 2011, 03:51:02 pm »
In a previous forum thread on this subject, Restring of statted Equip, from back in May;

The reason why is because restring just changes the way that one item that YOU carry looks (I don't know how it's coded to do it, my brain doesn't comprehend it) while keeping the same vnum.  A perz is actually a whole new vnum.  Which is why we can't reload restrings - that item is gone - while we can perz's.

I don't know if this helps any.

35
Suggestions & Ideas / Re: Immortals, try not to take this personally :)
« on: September 14, 2011, 09:54:18 am »
Xeriuth's idea of a restring machine sounds interesting to me.

36
Suggestions & Ideas / Re: Revamping artifact system
« on: September 09, 2011, 07:33:40 pm »
I think Once is on the best track I've seen here.

It may just be my not being a good player, having not heard anything that has pointed me towards where artifacts are located, or some combination of both. But I've spent considerable time in some of the zones mentioned earlier in this thread and not found anything I recognized as an artifact. I was once given one, and was able to use it briefly, until the bug report that it could be used by someone that hadn't earned it was acted upon. Then I promptly found myself dead the next time I brought it into play, heck of a reward for being a guinea pig.  ;D

It would be my guess that some of the mobs that drop these artifacts have been beat down to near death and then handed over to a buddy to finish off. Heck, I helped someone kill Greenie so they could wear the dragon legs, way back. Admittedly not as efficiently and with the finesse of the big boys would.

In the past I've been told of certain players having stockpiles of items that have been removed from the game, not artifacts, but determined to be overpowered and removed or changed. If this was or is the case, then I'm sure that some players would try to limit the supply by insuring a max load situation. Especially in a PK situation, I'd only want my allies to have the power pieces.

While I'd like to have the
"badaxe of 15d15's" and "amor of you can't touch this"
and would not want them to disappear, especially in the middle of a battle, with no warning.

Don't these artifacts as is, contribute to the imbalance and "perfect set of equipment" complained of in another thread? And not having timers on them would just continue this. I didn't see any complaints of timers when a few knew that as long as they wore, held or wielded the item it didn't crumble or dissolve. 

I have a problem with a one time announcement that an artifact unless it was a note to all, and had a date, time stamp. Otherwise people not online at the moment of the announcement would not know, and if they read the announcement several days later there probably would be little sense in hunting it. If they are like me they wouldn't know where to start hunting anyway.

After a pwipe, unless the artifacts are moved around, wouldn't the same players would have them again? So why bother.

Once's idea makes the most sense to me. That's a bit hard to say.  :D

Okay, that's my opinion, now shoot it apart.

37
Suggestions & Ideas / Re: The question of RACE.
« on: September 07, 2011, 02:06:52 am »
If race attributes are removed, can we do away with all of the !gringo on equipment as well? Or since gringos are already encumbered with hips and ankles and have no bonuses, do away with them any way?  ;)

38
Suggestions & Ideas / Re: Cybernetics
« on: September 07, 2011, 01:56:59 am »
Aye, my equipment is a rather shoddy conglomeration, all *donations of well statted equipment and tokens to have them perzed to better suit will be graciously accepted and appreciated. Items depicting the old west would best suit a gringo, I guess... Or perhaps medieval would go with the name better.
*(Donations are not tax deductible and will hold no sway on my behavior or choices.)

It's not my fault, the women in my life like to dress me funny.   ;D

39
Suggestions & Ideas / Re: Making it easier for new players how to advance
« on: September 07, 2011, 01:19:18 am »
The relationship between the weight carried and speed may not be obvious, perhaps it should be mentioned during the school, if it isn't already.

More information about stamina might also be helpful. Having move and hit points but not being able to kick in the middle of a fight because you ran out of stamina can be detrimental to success. 

The information Virisin mentions on race bonuses and wear locations, in the thread on The question of race, could help then in character creation choices, if these bonuses and penalties are to remain in the game.

40
Suggestions & Ideas / Re: Cybernetics
« on: September 06, 2011, 06:50:55 pm »
I see the cybernetics/augmentation as a being suited for only tied the future dimension. I mean a tribe in the old west might not accept an indian that has traded her feet and legs for a hovercraft with machine guns installed, or suddenly grown a tail. The fauns in prehistoric would make fun of one of them that had traded her tail for some non-faun body part. Showing up in medieval or prehistoric with a metal arm or hand could result in a stoning, or maybe being burned at the stake by the masses. Becoming part machine, is not the same as using a mechanism.

If this is implemented shouldn't there be an equality maintained for those that don't want to loose their... for lack of a more encompassing word, humanity, (no offense intended for the non-human players)?

41
Suggestions & Ideas / Re: Making it easier for new players how to advance
« on: September 06, 2011, 01:31:58 pm »
Jaros,
You forgot about picking up your stuff before moving on. It can be hard to find if you forget and go wandering about. :D

I'm not sure if I remember right, but isn't there a decent weapon hidden in the area limited to newbies N.E. of Olde Yorke, and red nail polish buys one in the central area. They need to know that they need to have room in their inventory for a few things when dealing with mobs.

42
Suggestions & Ideas / Re: Making it easier for new players how to advance
« on: September 02, 2011, 12:54:11 pm »
I was talking about a toggle that would allow players not squatting in recall to see when a newbie had logged in. I thought it was already echoed to recall when someone logged in to the mud... and the one's that come to mind about pestering someone with triggers may be sitting in there already, or spamming who. But that, along with being licked by a strange man, upon arriving at recall, seems to have become a part of our culture. :)

43
Suggestions & Ideas / Re: Making it easier for new players how to advance
« on: September 01, 2011, 11:18:07 am »
Once and I have spoken about this a couple of times and I agree pretty much with what Molly posted from her conversation with him.

I don't think heals aren't really needed when quaffing a potion with three cure critics is capable of restoring more hit points than you have, the healing potions in the Seeker hall should suffice. Along with a guide that leads them through the use of the healer, setting wimpy, and that heals are available through exploring, (these may already be in place, it's been a long time since I went through the school.)

Guides leading different classes, (rogue, caster, fighter), down paths that provide experience and equipment better suited to them, although I think the school is a wonderful introduction to the mud. But if they are given gear above some level, and all the same, won't they be molded into another person's idea of the ideal for a first tier of that class?

It seems that some of the newbies don't want to complete the great school that is provided, and I've heard at least one complain of the olive branch rewarded for having gathered the vouchers being useless. Some better way, (more rewards, or choice of rewards), of getting them to stay in school might increase the retention of players.

They sometimes leave if they post a question and are not answered in a very short time. Early on, there needs to be a sign that everyone may be busy when they enter or ask a question, to wait a few minutes for a reply. Some way for those not sitting in recall to know when a newbie has entered the mud, would help in having them greeted. That way they at least know someone is actually here.

Some of the changes that have been made both before and after I joined the mud seem to have made it more difficult for new players. It is harder to get gold to buy potions and pay for practice sessions, perhaps give the newbies more gold for leveling up to some level? It is now possible to power level them again, removing the grinding from the end of school to first remort if they choose. The down side of this is that it sometimes leads to one having remorted, perhaps several times, without really gaining any personal knowledge of the mud. It seems that once they begin following someone they don't even need to watch the screen to gain experience points.

Jaros lists some good zones for leveling, although I'm not familiar with all of them. If we are going to send them to an area with aggro mobs, it should be with ones that will at least give them a chance to flee. Having 400 hit points and getting jumped by a mod that hits you for a 1000 with its back stab or encircle could be discouraging for some.

44
Suggestions & Ideas / Re: Some thoughts about Clans in 4D
« on: August 26, 2011, 11:08:04 pm »
I second Jaros suggestion that Molly's post describing the clans should be posted on the website.

Asmodeus, is that like having a wife/girlfriend with small hands is better in the vids?

45
Suggestions & Ideas / Re: Dialect variation
« on: August 26, 2011, 10:53:03 pm »
Kvetch, thanks for clearing that up for me. Sometimes the obvious, as well as the arcane escapes my grasp. I have to agree with Molly, 'merican seems to be the universal language, and what's logic got to do with it?  :-[

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