In line with @Lavinya 's comment on the "Lusternia's Direction" thread... while I think that entering enemy
territory should be something you avoid if you're not confident you can
leave it alive (and so essence loss should be significant, as it is), it
is very easy to accidentally walk into enemy territory (especially if
you're not so familiar with Lusternia's geography).
In the same
way that we have 'PK CAREFUL ON|OFF', perhaps it would be a good idea to
have a 'TERRITORY CAREFUL ON|OFF", so we're warned before we blindly
walk into guard stacks. Granted, we have Glance and Observe, and so we
could see the guards before moving into an area, but there's nothing but
Survey (correct me if I'm wrong!) that tells us "Yo, this area is
marked red for a reason." And Survey only works when you're already
standing in the area, not outside it.
You feel a strange sense
as you turn to move $DIR that you *** off the inhabitants of that area
at one time or another. Do you really want to go there?
Can Jewellery please be interchangable with jewelry in ALL instances? It is in some cases, but in most only the American spelling is acceptable, and that makes my little Aussie spelling heart cry.
I always find village feelings hard to understand. Nowhere in the help files is it explained what level "Sacrilegious" is, for example. Can the various government type village feelings levels be made available somewhere, such as in HELP GOVERNMENT? I'm always baffled when looking at POLITICS <VILLAGE> -- some feelings seem more negative than they actually are.
Aetherflare levels are uniform across nations, so I've worked that out (but it would be great if they were listed in a help file too, and ... looks like aetherflares do not have help files, weep).
Can Jewellery please be interchangable with jewelry in ALL instances? It is in some cases, but in most only the American spelling is acceptable, and that makes my little Aussie spelling heart cry.
It will help if you tell us where it isn't interchangeable. Please BUG this information.
The affmessages system really needs alerts for when a cure is used to no effect due to lack of affliction. Such as something like "You have no afflictions that can be cured with: eatpennyroyal" or something.
It that were present, it would round out the final necessities for setting up a very simple system using a set of just five basic triggers. That's really the last big thing I can think of that's needed to make creating a very basic curing system a simple enough task that any novice can be shown how. They'd only need a trigger to harvest the affmessage for being added and add it to their curequeue, and to the same for the affmessage line of it being cured, then a line for an attempt to cure when they didn't need to, in order to remove anything that slips past so it doesn't spam them out, and finally one trigger to use firstaid curequeue whenever they're afflicted or regain a balance.
Sure it's nothing fancy, and won't hold up against a skilled assault, but it's something basic and effective that will work well enough to get novices started off just fine.
I think expecting novices to put together a healing system is asking a bit much. Real novices that I have worked with barely know how to use an alias, much less put together a trigger system. You'd be better off writing something yourself and handing it out than adding more ugly general lines. There are also a lot of failure messages for both no affliction and off-balance, so someone who is getting into fighting can already latch onto those.
If it meant expanding on those messages and making them more consistent, that would be a better idea, imo.
Well, the current affmessages system allows all incoming afflictions to be condensed to a single trigger with a wildcard. The same for affs cured. By making using a cure and having nothing to be cured apply as well, it would complete the messages needed to make full use of the FIRSTAID CUREQUEUE system provided, and condense curing down to 3 core triggers.
However, to do that, they'd also need to change the affmessage that says 'an unknown ailment' to just 'unknownailment' and make curequeue prompt 'firstaid' as the cure for it.
With that, and proper bug reporting when affmessages aren't properly provided, Lusternia is -very- close to putting a very simple to make system into the hands of new players. Four triggers, that's all it would take. Something that any player could easily teach a novice. It's not 'expecting too much'. It's something that can be set up within a half hour, even if you have to explain it to someone who has never used a mud client with wildcards before.
Two new groups in GMCP Char: Char.Afflictions and Char.Defences.
The server could send Char.Afflictions.Add { } and Char.Afflictions.Remove { }, and then something similar for defences. Since it seems like they already have a system for marking masked afflictions, you could also give us Char.Afflictions.List { } and not hurt anything.
I think they could do more with this, but I'm guessing there are probably concerns with doing it at the moment.
This would render illusions basically worthless as well as hidden afflictions. Also, there have been concerns raised in the past about bloating gmcp. If aff messages is giving you more information than it should (ie. Revealing hidden affs), bug it.
Could KILL take weaknesses/resistances into account? For instance, I have three attacks available: Nature Curse, Nightkiss, and Nightgaze. Having them switch appropriately would be extremely useful (even though I rarely use them).
Could it be possible to offer a draw in the arena, which your duel buddy could accept to end the match early? Sometimes I just want to go in the arena quick to test something, then get out just as fast.
OFFER DRAW
$Person extends their hand in a gesture of goodwill, offering to call the match a draw. Do you agree to end this tedious affair? Type AGREE to draw the match.
I don't like contributing to arena wins by heartstopping. /hates to lose
I think it would be extremely cool if the ability to FAMILY CONSIDER <child> INITIATE would send a message to the other spouse, who could then simply FAMILY CONSIDER <child> APPROVE without having to be in the presence of the baby. I've got babies with awkward hours trying to adopt babies with drastically different hours and it is just so....annoying. I don't think someone could very well be tricked into being adopted by people they don't like, as I find a lot of the time one parent is the one taking the prime role, anyway.
I think it would be extremely cool if the ability to FAMILY CONSIDER <child> INITIATE would send a message to the other spouse, who could then simply FAMILY CONSIDER <child> APPROVE without having to be in the presence of the baby. I've got babies with awkward hours trying to adopt babies with drastically different hours and it is just so....annoying. I don't think someone could very well be tricked into being adopted by people they don't like, as I find a lot of the time one parent is the one taking the prime role, anyway.
My thought on that is - If the child never sees one of the spouses, why invite them into the family? Part of the purpose is interaction and roleplay. If they can't be gotten into the same room for two seconds, why engage?
Yeah, I understand that, but my thing is - one parent they do see a lot, and it's that interaction that has them wanting to join, but it's just been so impossible for the other one to be around when the prospective child is, and I remember how frustrating it is - wanting to get adopted, but it feeling like it took so long. They aren't lacking in family interaction, just, it's proven impossible to get them around together, and the one time they were, big events were happening and they couldn't possibly do it then (Zombie infestation! Bizarro!Xenthos) and this all makes for a very frustrated house head.
I think it would be extremely cool if the ability to FAMILY CONSIDER <child> INITIATE would send a message to the other spouse, who could then simply FAMILY CONSIDER <child> APPROVE without having to be in the presence of the baby. I've got babies with awkward hours trying to adopt babies with drastically different hours and it is just so....annoying. I don't think someone could very well be tricked into being adopted by people they don't like, as I find a lot of the time one parent is the one taking the prime role, anyway.
My thought on that is - If the child never sees one of the spouses, why invite them into the family? Part of the purpose is interaction and roleplay. If they can't be gotten into the same room for two seconds, why engage?
Dunno... In some families one parent does take the lead role and children hardly interact with the other. Everyone plays the game for different reasons, and those who play for combat usually pair off, too! (And then they leave their spouse alone and needy, so they fill the void of attention with little people...)
It's not so much getting the couple in the same room for two seconds, but the couple and the child. The timezone monster can be cruel!
It was a huge battle with the timezone monster and the "game spouse has extremely limited internet access" monster to adopt Phoebus' most recent child, and I was super worried the entire time that the kid was going to get tired of waiting and wander off during the whole process. It finally eventually worked out and I was so relieved, but I really wish things were easier for people in situations like mine. I've really all but given up on trying to adopt more kids because it's too frustrating, and that breaks my heart.
It's not like the spouse in these situations is totally inactive. They still have to be playing the game to get things approved, and it is in no way unfair to anyone. It would just make life much easier for people who, for whatever reason, don't have schedules that are likely to line up any time soon.
They could definitely have better messages too, but there is no balance argument against this specific suggestion simply because warriors already have it for free with their weapon attacks.
It could even be an envoy idea for an ability in Discernment, if someone wants to nab it.
Give price policies the same organization as permissions, so that, eg, a guild shop can give its leaders discounts through elections without having to readjust every time.
Comments
In the same way that we have 'PK CAREFUL ON|OFF', perhaps it would be a good idea to have a 'TERRITORY CAREFUL ON|OFF", so we're warned before we blindly walk into guard stacks. Granted, we have Glance and Observe, and so we could see the guards before moving into an area, but there's nothing but Survey (correct me if I'm wrong!) that tells us "Yo, this area is marked red for a reason." And Survey only works when you're already standing in the area, not outside it.
You feel a strange sense as you turn to move $DIR that you *** off the inhabitants of that area at one time or another. Do you really want to go there?
Please put in GTSTELLS, CGTSTELLS and GNTELLS.
Also, as a promotion idea: themed ikon packs. For 20% more, you can get an ikon pack with just ikons from a single group.
It that were present, it would round out the final necessities for setting up a very simple system using a set of just five basic triggers. That's really the last big thing I can think of that's needed to make creating a very basic curing system a simple enough task that any novice can be shown how. They'd only need a trigger to harvest the affmessage for being added and add it to their curequeue, and to the same for the affmessage line of it being cured, then a line for an attempt to cure when they didn't need to, in order to remove anything that slips past so it doesn't spam them out, and finally one trigger to use firstaid curequeue whenever they're afflicted or regain a balance.
Sure it's nothing fancy, and won't hold up against a skilled assault, but it's something basic and effective that will work well enough to get novices started off just fine.
If it meant expanding on those messages and making them more consistent, that would be a better idea, imo.
However, to do that, they'd also need to change the affmessage that says 'an unknown ailment' to just 'unknownailment' and make curequeue prompt 'firstaid' as the cure for it.
With that, and proper bug reporting when affmessages aren't properly provided, Lusternia is -very- close to putting a very simple to make system into the hands of new players. Four triggers, that's all it would take. Something that any player could easily teach a novice. It's not 'expecting too much'. It's something that can be set up within a half hour, even if you have to explain it to someone who has never used a mud client with wildcards before.
Two new groups in GMCP Char: Char.Afflictions and Char.Defences.
The server could send Char.Afflictions.Add { } and Char.Afflictions.Remove { }, and then something similar for defences. Since it seems like they already have a system for marking masked afflictions, you could also give us Char.Afflictions.List { } and not hurt anything.
I think they could do more with this, but I'm guessing there are probably concerns with doing it at the moment.
Type AGREE to draw the match.
Dunno... In some families one parent does take the lead role and children hardly interact with the other. Everyone plays the game for different reasons, and those who play for combat usually pair off, too! (And then they leave their spouse alone and needy, so they fill the void of attention with little people...)
Example:
100-66% health, "healthy".
66-33% health, "wounded"
33-0.01% health, "near death".
They could definitely have better messages too, but there is no balance argument against this specific suggestion simply because warriors already have it for free with their weapon attacks.
It could even be an envoy idea for an ability in Discernment, if someone wants to nab it.
Can we have a delete post option for our own posts please?