| 1: [Aug 07 2007] Re: Inn Rooms (Danor) |
| I think the response for similar requests has previously been to the extent of: "If the innkeeper knew you were subletting, your ass would be toast" |
| 2: [Aug 15 2007] Re: Inn Rooms (Viamar) |
| I wonder if subletting is period, actually. Putting aside that written leases and such may not have existed before literacy took off. Viamar |
| 3: [Aug 25 2007] A puzzling debate in philosophical analysis. (Barre) |
Or - A treastie on aptitude, stats, skills, and race and how it effects you. At first glace all things come in 300 correct? Size quantative being primary. Allocs being second to this idea of 300. Alignment hasnt left my possiblities of having 300 points in 6 directions with a center of 0 or 50 points in 6 directions totaling 300. Aptitudes and stats must come at the 300 ratio as well. So begin with an aptitude at 1 that creates unskilled, 100 at average, 200 at proficient and 300 at adroit. Adroit being the highest aptitude Ive ever seen, had, or heard of then it must mean that adroit is the limit being at 300 points of aptitude. How exactly aptitude defines how quickly, how often, or how best you learn is unknown other than more means better - to a point. Then how aptitude relates at what level of skill is equal to what aptitude at any given time is of some debate to its certainty. Mostly let us suggest that 200 points of aptitude is twice as able to perform an action than average at 100 points with both at the same skill level. Does it seem true that when making an item consistently or performing an action continually with same skill points but different aptitude and all other factors then being irrelivent shouldnt the person with twice the aptitude points learn at twice the rate? Would an aptitude of adroit give a max skill level of any skill three times the skill point limit than that of an aptitude of average, or would the max skill level be one-third that of the average aptitude? We do know that performing actions that are far to hard to succeed is impossible for any skill. Crafting something destined for a max aptitude-skill level with 1 point in skill is impossible even for an aptitude of adroit. Fighting a mob npc designed for a legendary skill is impossible at novice skill even with adroit aptitude in that skill. Last example being that even with an unlikely aptitude of red_fire_bolt of adroit and spell casting aptitude of adroit.. casting rfb at unskilled with any chance of success is nonsense. Take an ogre or catfolk learning sewing, naturally both of these races have had trouble learning this because of dexterity of the fingers meaning very low aptitude. They learn sewing at an insanely slow rate but their skill points are high and yet are crafting items that a person with high aptitude and low skill would be making easily and not learning. A person with no distance vision has a much lower aptitude for archery because they fail to see a target much farther than 3 feet infront of them (in theory) whereas a farsighted race has a high aptitude and learns archery easily. Does high aptitude limit the skill points but increase probabilites to learn, is a low aptitude a limit to chance to learn yet have higher skill points due to balancing chance to learn and difficulty? Do other stats affect one aptitude so that an aptitude has more than 300 points? If a made up aptitude relies on two stats like dexterity and intelligence would it be possible to get an aptitude of Master 600 or even just Excellent 400? Could one skill's aptitude rely on 3 or more stats to form an overall point system of 300 then make an average? How often does any person notice such small applications to stats and aptitudes when bodies change size, age, magically, or reincarnation? Most people suggest that checking your stats of a new body is the best way to assess its capabilites to your desired functions so this must relate to the aptitude of the parcticular skills you seek. To some even chosing a body to begin or be put into is a choice based on general stats to assume best aptitudes to their needs for skills. If player wants to learn magic they become one of the better races for performing magic because of general natural abilities (not one of the lesser races for performing magic unless so desired). As a player's body ages their stats will change, as a player's original body grows their size stat may change along with strength, agility, or dexterity and perhaps some other stats as well. An elf becomes weaker and slower but more intelligent and holds more power. A dwarf becomes stronger, slower, and more confident their will is superior than before. Not that the aforementioned stat changes are exact or true they are general possiblities to body aging in relation to stat changes. Because aging takes many years of gameplay and note keeping it does not seem possible any one player keeps notes on this often enough throughout each body they possess to formulate a precise notation for each race and stat - more likely memory serves a good enough reminder of such trivial details to each stat race and body. Size is a factor in race stat selection as well and will be touched on in further notations on aptitude stat and skill. Offset to each stat comes to notice for instance - strength typically offsets intelligence, detail vision often offsets distance vision. Size usually will boost strength and distance vision. What other possibilies are there for stat offset and increase? Assuming that it can be studied then it is most likely known to some. * I know that only the creators are supposedly in knowledge of the exact mechanics of the game per-say but anyone can get a copy of LP mud to figure out the general mechanics behind the basic game scheme (i am not suggesting you do so). It would seem that the more one is to allude themselves with ideas of how game functions really work the more questions the are left with unanswered by their own logical elimination so therefore I came to a conclusion of possible truth. * As a possible pot blower on this subject I suggest taking these notes with grains of salt and remembering that the OOC communicae are restricted knowledge to players and not to their characters speeches unless written in a book made for the purpose to enlighten their understanding of the world they perform in and how they interact physically with that performance. Also relate the facts that most players know these suggestions and understand how best to make use of them - therefore it is not a new idea and does not deserve discipline for bringing to light. If they did not know and learned by reading this then most likely they did not seek the knowledge from a fellow character in the world nor did a player of any character explain it to them so they could better navigate and understand their characters. Barre the dwarf |
| 4: [Aug 29 2007] 300 (Katsumi) |
| "At first glace all things come in 300 correct? Size quantative being primary." But elephants are 700 fingers tall. That breaks your 300 rule doesn't it? And sandworms are 1000 fingers even. - Katsumi |
| 5: [Sep 08 2007] Fez (Katsumi) |
| Lavender says in magic, 'Mohnkees could wear a fez and a vest and walk around with tin cups.' Thought that would be kinda cute. :) |
| 6: [Sep 12 2007] Craftable Deposite box? (Devlah) |
| Was talking over possibilities with Jasi today on how we could quickly and easily fill orders placed with the merchants. An idea came to mind that seemed to have potential, and flexibility for all players. I submit, a theoretical conception of a player craftable deposite box: A permenent item, that requires some board, ingots and nails to make. Can be locked. Can be dismantled. Requires a hammer or mallet to be placed. Can be placed as a pike would be. And can be labled, either by a plaque, or a sign that can be written on, which is part of the item itself (unless you wanna make craftable signs). This theoretical box could accept coins or slips of paper. Would consist of a hinged wooden box with lock, mounted on a wooden post, set into the ground. Now, at first glance this sounds like something one might consider for construction on a creator level, like a bulletin board might be. But by making such a thing a player craftable item, it allows others to find their own uses privately or publicly. Crafting the box would produce a single key, which could be replicated at a locksmith normally. Obviously, by making it player craftable, it needs to be player-removable. A risk that would have to be taken realistically anyway, just as we deal with notes being destroyed on the public boards. |
| 7: [Sep 12 2007] View command for use (Barre) |
| Like view to a person lists all items worn in a break pattern, could view to a storage bin or container do similar function to list items with a break after it so in such views it does not cause a long chain of items. Barre |
| 8: [Sep 16 2007] new dishes (Thalinder) |
| spiced olives (salt, olives, chilies) sugar pickled garlic (garlic, vinegar, sugar, allspice) |
| 9: [Sep 23 2007] New socials (Kefka) |
| Nov 11 2006 stated new emotes (feelings) were put into place. Many if not all of these new emotes do not affect npcs, as in they do not respond to it. As coding new responses from npcs for each level of their personality and race takes awhile I dont suspect it will be here tomarrow, but do suggest it for future updates. Thank you! |
| 10: [Oct 09 2007] Craftable Books or Journals (Miyogen) |
| Dear powers that be, I am unsure if this has been discussed in the past, but it would be a treat to have books made via chandlery. Thank you very much for your time, Mi |
| 11: [Oct 10 2007] Also with books.. (Lixen) |
| Perhaps I've just missed how to do it, but it would be nice if we could write in books in different languages. Perhaps people could learn from writing and reading those books, similar to the way magic language is learned from spellbooks? Lixen |
| 12: [Oct 11 2007] Chandlery (Barre) |
| I think there is a book for chandlery in the segliz library. If not then figure it all out and write one yourself! Thats what journals are for - you to write contributions to society. |
| 13: [Oct 11 2007] Chandlery (Rhyandra) |
| I think he wanted craftable journals made from the chandlery skill, not a book about chandlery. Either that or I'm misreading something in either Miyogen or Barre's post. Might be interesting, but also it's nice having some things that *have* to be bought. If everything is craftable the shops will go out of busness. |
| 14: [Oct 12 2007] Everything craftable (Barre) |
| Spices arent craftable, tinderboxes used to not be craftable, still silks and some dyes are not craftable, try making a cast iron crucible? not craftable. What else isnt craftable for specific reasons? well yes journals because they are special items. As well as should be some things just cant be made.. and no real problems with that myself! |
| 15: [Nov 08 2007] Taste testing (Katsumi) |
| A command or modification to the eat command to allow taste testing of food even if you're full. Idealy it would destroy the item after being tasted. |
| 16: [Nov 13 2007] pet skills (Frostpine) |
| Im not sure if this has been posted before but i was wondering if there was a way to allow owners to see theyre pets skill levels as we do our own with the show skills command it would be kind of nice to know what they are at. Respectfully Frostpine |
| 17: [Nov 21 2007] Ebon Gong (Danor) |
| Now that we can get to the Ebon Gong, I think there should be an NPC that comes in to strike it, kinda like the torchlighter in the center souk. --Danor, the gong-ringer |
| 18: [Nov 21 2007] Ebon Gong 2 (Falk) |
| Maybe an NPC who shouts what day it is. I think it might make the city a bit more alive and real. |
| 19: [Nov 25 2007] Re. Ebon Gong (Viamar) |
| Like that one dude in the Wizard of Id? "High noon on Indigo the First, and all is well!" That would be cool. Viamar |
| 20: [Nov 28 2007] corduroy (Switch) |
| maybe some corduroy or a way to make printed cottons like chintz or calico. Wood blocks could be used to print with the existing dyes. More detail in dying methods could be fun, too. Eastern clothing begs for techniques like resist with stencils and shibori. I think there is a resist paste made of soybeans and rice. Shibori would use string for the resist. |
| 21: [Nov 29 2007] Food suggestion: Panettone (Danor) |
| They're YUMMY. --Player of Danor |
| 22: [Dec 11 2007] Retire (Lixen) |
| Perhaps I'm just not knowing how to do this, but I think it would be quite nice to be able to specify which scabbard or sheath something is to be retired in. If a person wants a knife in a boot sheath and is wearing 2 empty scabbards as well, could it be possible to 'retire stiletto in boot sheath' so that it wouldn't end up visible in one of the scabbards? Again, if I just haven't found the right command in the help menus, please let me know. Lixen |
| 23: [Dec 11 2007] Light (Lixen) |
| I've noticed that for races with good night vision, or just for anyone in really bright rooms we have the description 'painfully bright'. It might be interesting to have that implemented in a more true sense. Perhaps if a person is sensitive enough to light (spyders and such) it would actually cause periodic minor conc hits, similar to a flu or cold. It seems that if it's actually painful it should have some effect. It also seems to me that someone who can see that well in darkness would likely have some significant issues handling brightness. This may cause issues for mages who usually light up and also make things much easier for thieves, but it might be more realistic. Perhaps it doesn't have to have a conc hit, but a person would not be able to see much in a room if they try to examine things, or view the room. Perhaps random portions of the room description and item descriptions could be left out. This way a person could still see everything in the room, but they just might have to look multiple times. Or perhaps the text in rooms that are too bright could just be changed to white, blinking text or something else. This is just a passing thought. Probably not much merit in it. Lixen |
| 24: [Dec 20 2007] Re Light (Shyntel) |
| I actually like that idea a lot. People might actually start using pol's spells and there might be potential for more common thieves. Both of which add to the flavor greatly. The only issue I see with it really is newbie dwarves, orcs, etc would have ultra high night vision and not be able to cope with it well. An alteration in the scaling might be needed so the highest night vision races wouldn't be hit by natural lighting, but with the slightest bit of magical lighting is when they start to feel the pain. |
| 25: [Dec 20 2007] RE: Light (Ogma) |
| Accursed Lands: It's too bright to do that. 'Nuff said Ogma |
| 26: [Dec 23 2007] Re: Light (Danor) |
| Ew. Nuff said, indeed. Danor |
| 27: [Jan 08 2008] Idle (Danor) |
| Ok, this might sound a bit crazy, but here goes. How about a partial return of the 'sleep' command, or maybe a 'daydream' command. The idea being that we could have folks 'daydream' when going AFK or when doing other things like surf the web, etc. While daydreaming, a player would not be allowed to do anything (maybe talk?), but in return, wouldn't get hungry or thirsty (as quickly? not at all?) due to a lower activity level. My reasoning behind asking for this is that if we can get more folks to perhaps 'daydream' or otherwise idle, it would increase our online playerbase for any given time, which is more attractive to newbies. Mind you, 'daydream' should have some kind of timeout, perhaps longer than the regular idle-out? If nothing else, it could be useful during slow times in the day. I tend to, for example, get on dartmud and idle (emphasis on "IDLE") around while I surf the net, etc. I'm sure this suggestion is probably clue-worthy, but I figured I'd put it on the table as a suggestion. --Danor |
| 28: [Jan 21 2008] Weighty matters ... (Pixel) |
| So, if you end up carrying more weight than you can handle, by whatever means, you see this message : You collapse under your load. ... if you try to move. But, you actually stay standing. Maybe you should fall to your knees ? It should be possible to stand again, with the conc. hit you'd expect from lifting all that weight, of course. |
| 29: [Jan 28 2008] the idea of a pet messenger pet (Cratose) |
| say you have a falcon or owl have a note carrying device that you can rig them with then if the have met a player you can send them in search to deliver the message when a return note has been placed in the container a command of return could be used just an idea signed Cratose |
| 30: [Feb 08 2008] Reconditioning a Pet (Jilian) |
| I've experienced several instances where a pet of mine will attack me unexpectedly. Being a fast fighter with retaliate generally on, this becomes a problem because I often attack back before I can stop. The latest incident happened when I joined a party. One of the horses in that party simply attacked me out of the blue (apparently, unbeknownst to me, something had previously happened that had put that animal in an angry state). Shortly after that my OWN horse attacked me with no warning. Luckily in this case I was able to get away before I killed it. One of these incidents in the past left my horse in a state where it is no longer willing to listen to me. I am no longer considered its owner, and no amount of retraining or trying numerous other methods has yielded a solution. This horse, a long-time faithful companion, is well-trained, and loved, and I don't want to give up on him. Given the fact that this is not considered a bug, but does seem quite an unfortunate result, is there perhaps a game mechanism that could be added that would permit reconditioning such an animal (or maybe any ownerless animal) to once again have an owner? I'd even be willing to pay a kennel the purchase price of a new pet to have the kennel master work with such a pet and recondition it to once again be a faithful companion. Or some great quest to find the master trainer of all trainers (and get a non-obeying pet to that location), and have him work with my pet to restore his obedience. Some hope of a method to restore my companion would be very much appreciated. Thank you for your time and consideration. |
| 31: [Feb 08 2008] RE: Reconditioning pets (Ogma) |
| As the old saying goes: 'unfortunate results happen'. People get killed, pets go feral, you lose your junk. Deal with it. |
| 32: [Feb 28 2008] falcons and hunting (Cratose) |
| i know falcons where used in the middle ages for hunting small game depending on there fighting skills up what they can hunt depending on there fighting skills just an idea i would like to know what others think of it Signed Cratose the catfolk |
| 33: [Feb 29 2008] re falcons and hunting (Igo) |
| you could always buy a pet falcon, hunt up some game and order it to attack |
| 34: [Mar 05 2008] Ambrosius (Feybol) |
| make him as hard for new players as nazir to kill newbie ogres killing a mage teacher is just so wrong |
| 35: [Mar 05 2008] ps ambrosius (Feybol) |
| give him a nazir type body guard maybe like kalil has the braman |
| 36: [Mar 24 2008] metallurgy (Ikenos) |
| I was thinking about the recent metallurgy changes, and I thought it would be great if the various ores were given their mineral names rather than 'x ore' For example: 'malachite' rather than 'copper ore' Of course, some of such ores have multiple metals: galena has both lead and silver. You could work that in or not as you pleased. This might call for a new book to be written for the library, but I think that would be alright. -Ike. |
| 37: [Mar 25 2008] being more specific about the less specific (Ochri) |
| Could we perhaps have some way designate that we want the item that exactly matches what we tell it. As it is, there are many items who’s names are a less specific verison of another item (examples: duck eggs and eggs, white pine and pine, and now red brass and brass). When both are present in a container it can be difficult to refer to the less specific one. Currently we have things like <exa (floor) brass>, so maybe we could have something like <exa “brass” in bin>. Reading help objects, it seems to me that ‘get’ works about like it should, but 'look' and 'examine' don’t always (or at least not in a way that is obvious to me). |
| 38: [Mar 25 2008] RE: Specificity (Ogma) |
| Try reading 'help common names'. Brass isn't on there, but it does still respond to yellow brass |
| 39: [Apr 11 2008] Belts (Falk) |
| The Eastern (Adachian) style had the Obi, but so far there is no other styles counterpart. We wear scabbards but when you examine them their description does not talk about a belt. And scabbards technically are exactly just that, the part to put your blade in, and do not include any kind of fastening to your clothing. Then you attach that scabbard to a belt (or rope for the poor people). So I thought it might be a nice idea to be able to make leather belts for this purpose and others. They can just as well be a nice decorative addition to your outfit. Being able to choose the color, kind of leather and type of metal for the buckle would give a nice amount of variations. Then you just do -wear scabbard- to wear your scabbard on that belt. Player of Falk |
| 40: [Apr 14 2008] Carving Knife (Tiny) |
| Carving knives should use dowel instead of leather as an ingredient. All the wood carving knives I've seen have had a short metal blade set into a wooden handle. |
| 41: [Apr 15 2008] RE: Carving Knife (Ogma) |
| Good point. Done. |
| 42: [Apr 21 2008] Doloires (Ochri) |
| The descriptions for a doloire and a woodaxe are identical, aside from some punctuation. Both are described as ‘more tool than weapon’ but a doloire doesn’t fit in toolbelts or cabinets. I think it’d make more sense if doloires could be stored like other tools or if its description were changed. P.S. Thank you, Ogma, for steering me to ‘help common names’. It answers most of my questions on that. |
| 43: [Apr 23 2008] letter/notes tweak (Ohm) |
| I was wondering about a strike-out feature, in which you can cross off items on a 'list'. Minor and maybe more trouble than it's worth, but was worth a shot. |
| 44: [Apr 30 2008] Pets and packs (Destiny) |
| How about being able to put pets in packs or sacks that are big enough? when i pick up my cat, i can't put it in my pack or anything. i have to set my 'pack to backpack' to get it in instead. (not sure if thats a bug?) i was just wondering if we could put animals in packs without having to set it every time we want to put an animal away. destiny |
| 45: [May 04 2008] Bashing (Lixen) |
| I realize this is probably a dangerous subject, as bashing could easily be overpowered, but I was thinking that bashing could be made to have some more detail in it. Perhaps instead of just hurling your body against a door, a person could choose to swing against a door with a weapon. Obviously, the heavier the weapon the better. Perhaps 'bash south door with mace' or 'bash south door with hammer' while just 'bash south door' would be the normal attempt to bash. Perhaps the failures with the weapon would hurt the basher's hands instead of hurting their body with the normal method. Again, I don't think it is good to make it a lot easier to bash doors, but a little variety in the skill wouldn't hurt. Lixen |
| 46: [May 07 2008] Bashing (Katsumi) |
| In addition to Lixen's previous post on bashing. Could have it cause heavy ammounts of damage to weapons or objects behing used to bash with. - Katsumi |
| 47: [May 08 2008] Heater shield (Katsumi) |
| Leather covered heater shields :) |
| 48: [May 09 2008] metal skulls (Ohm) |
| It would be nice to use metal skulls to cap a sceptre, instead of an orb. Metal skulls could also cap canes and staves. I venture even to say that maybe we could even have wooden skulls? -O |
| 49: [May 23 2008] Nazir (Viamar) |
| Could Nazir disregard potential students who enter the room by climbing or falling? As he presently acts, he can become quite annoying. Viamar |
| 50: [May 25 2008] Admit All (Danor) |
| How abou an 'admit all' command, that admits anyone who has asked to join your party? It would help with things like groups of pets, people or summons... For example, if you said All (heel), and all asked to enter your party, you could admit all, and they'd all be in. Same with summons, etc. --Player of Danor |
| 51: [May 29 2008] Garum (Danor) |
| Garum: A sauce made by the Romans out of rotting fish, a predecessor to Worcestershire sauce. |
| 52: [Jul 03 2008] Pet (save) reaction (Aveius) |
| Howdy I was just wondering if you could add a reaction to pets when they save I am pretty sure when you say Bob (save) they do it right way. To make sure with pet Deaths and other silly things, would it be possible to just ad whatever pet does whatever reaction please? I never been sure if it was (save) or (Save) pretty sure it don't matter. Anyway thanks! *Player of Aveius* |
| 53: [Jul 04 2008] Removing spell effects on yourself (Aveius) |
| Howdy all I was wondering if there could be a way us mages could remove our own spell effects on us Such spells like Bai, Blur, Armor spells, THH, Jonathan spells, QV, insted of having to cast another one? Bai for example you have to cast another spell to remove it, So the dispell is sorta silly in that case. I figure being a high level mage one would have better control of their own spell and be able to dismiss it with a wave of a hand. Dissmiss Bai Aveius waves a hand and becomes visible. (etc etc) not really trying to sound lazy and all, But I just dislike taking a second conc hit from casting a spell Yeah could cast a detect spell blah blah, but like I said shouldnt mages be able to control their own spell casted on them? Anyway thanks **Player Of Aveius** |
| 54: [Jul 19 2008] Kalil (Urthan) |
| When a player with consigned items dies, have Kalil give the item a price of some kind, and himself/herself as the seller, rather than having stuff building up on the floor that no one can buy nor get to go down the trash chute. Urthan's player |