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Messages - Jaros

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Suggestions & Ideas / Re: Death Traps
« on: May 20, 2014, 08:33:22 pm »
Anything that would make DT's not be such a heart wrenching issue

Whatever happens DTs absolutely should be a 'heart-wrenching issue'.  That's the whole point of them.

I think 50%-of-a-remort worth of exp is too little for anyone but very low level chars.  I think a better meter would be 50% of your total experience up to that point.  So if you have 30 remorts, cutting a deal to get out of a DT costs you 15 remorts worth of exp.

It has to be enough that players seriously consider choosing the DT over the Deal, and if they do cut a deal, they have to live with that decision for a long time.

Suggestions & Ideas / Re: Death Traps
« on: May 20, 2014, 04:14:09 am »
All the ideas are good but I do like Once's "Deal with the Devil" most.  I would suggest that if the player is not actually levelling, i.e. "Can now remort", the exp shouldn't count towards the Devil's price.

Suggestions & Ideas / Re: Death Traps
« on: May 20, 2014, 04:00:33 am »
2) Add More DT's as it makes people more careful.

Suggestions & Ideas / Re: Perzes and Restrings and Stuff! Oh my!
« on: October 29, 2013, 06:57:15 am »
IMO everything without a script clash should be perzable except Orcrist, and if someone is willing to fix the scripts, everything except orcrist should be.

It doesn't matter much how much statless RP items cost as they are purely aesthetic, they could be given out for free.

RESTRING MACHINE WOO!  That'd be great.  I guess statted restrings (e.g. from a machine) could not have scripts attached and would not be reloadable except by buying a new one, so they would be inferior to perzes.  Maybe make the price proportional to the stats somehow? 1 bronze / equivalent in TP per stat would make restringing a good item comparable to reloading a perz.

I don't see a problem with duplicates if you're willing to pay for it and I've never seen the point of a 15 perz limit.

If you buy the perz you can put a script on it to stop someone else wearing it.  Not everyone wants that though.

Suggestions & Ideas / Re: Perzes and Restrings and Stuff! Oh my!
« on: October 29, 2013, 01:47:35 am »
That said - Golems should be perzable.

Xer if you're fixing any scripts to allow perzing this would be a good place to start

Suggestions & Ideas / Re: Better race attributes
« on: August 17, 2013, 08:52:05 pm »
Revised ideas

+250 max carry weight
innate mount

+50% stamina
climbing never fails

+100 max carry weight
tinker never fails
embue armour never fails
innate infra

+100% mana regen
innate detect invisibility

no transactions tax
+20% tradepoints

+50% mana regen
+50% move regen
innate sense life

space wolf
+100% move regen
+50 speed for every space wolf in the group
track never leads you wrong

Bonus upgrades/perks (choose one, can change for a cost in game):

better chance of woodsinging uber-staff
better chance of high dice tinkers

Killing machine:
+10% melee damage

Casting machine:
+10% magic damage

Buff machine:
x2 duration on spell/skill buffs you cast

Banking machine:
Earn interest on gold/tradepoints(/tokens?)

Suggestions & Ideas / Re: Better race attributes
« on: August 12, 2013, 08:46:55 pm »
I would say the stat allocations (melee, magic attack defence) should be scrapped.  They are too unbalanced and I think race has always been a bad place for them.

Any thoughts on balancing these ones?  +500 carry weight on centaur looks OP compared to the rest of them.

Customisable perks would be really cool.

Suggestions & Ideas / Re: Better race attributes
« on: August 11, 2013, 09:47:58 pm »
How about

+500 max. carry weight. 
Permanently mounted.

+50% stamina regen
Climbing never fails (because of their goat-like balance).
x2 chance of woodsinging an uber-staff

+200 max. carry weight. 
+10 max. inventory slots.
Innate infravision

+50% mana regen
Innate detect invisibility
Hide 100% success rate

No transactions tax
+10% tradepoints

+25% mana regen
+25% move regen
Innate sense life
Mount never gets in their way

Travels in outer space as if it's flat ground / normal air
Maybe treats all sectors like normal?  IE immune to the environment

+50% move regen
Innate track + scan
+50 speed for each spacewolf in the group

Suggestions & Ideas / Re: Better race attributes
« on: August 10, 2013, 11:49:38 pm »
Gringos - lower tax on bank transactions / more tradepoints
Indians - faster move + mana regen (but less than spacewolves or elves)
Fauns - faster stamina regen

Suggestions & Ideas / Re: Better race attributes
« on: August 10, 2013, 09:38:06 pm »
Dwarves - bigger inv / higher max carry weight
Spacewolves - faster move regen
Elves - faster mana regen
Fauns - better flute playing abilities + irresistible seduction

Suggestions & Ideas / Better race attributes
« on: August 10, 2013, 09:17:12 pm »
Post ideas for better race attributes!


Centaurs - don't need a mount.
Martians - infravision + breath in space.

Need to be unique things that are beneficial outside of battle.  IE not just +10% melee damage.

Suggestions & Ideas / Re: hello + patch
« on: August 04, 2013, 04:09:30 am »
Cool :) Welcome to mudding

Suggestions & Ideas / Re: Please Fix/Add This!
« on: July 31, 2013, 12:33:55 am »
Chaos artisave room only seems to work for a limited number of items.  Somewhere around 7-8 they start crumbling in order of earliest added.

Scripting Board / Re: A room counter
« on: June 07, 2013, 09:07:48 am »
If you're using binary flags why do you need africanexploredtens0...africanexploredtens9?  Why not just use one long flag?

ie. %africa.charat(4*10+5)% instead of %africanexploredtens4.charat(5)%

Scripting Board / Re: A room counter
« on: June 07, 2013, 12:58:55 am »
not sure what you're after.  if you remote tensvar then %actor.tensvar% will point to 'africanexploredtens4' and %actor.tensvar.charat(20)% will point to 4.  If there was a way of changing character at index you could modify it easily, otherwise you can loop through appending characters onto a new flag, with a modified char at 20.

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