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Subject: "Christmas in July" Previous topic | Next topic
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ZulghinlourThu 08-Jul-10 10:53 PM
Member since 04th Mar 2003
9792 posts
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#1, "Christmas in July"


          

If you've got some simple (and I emphasize simple) changes you'd like to see, toss 'em here for the next couple days and I'll pull a mini-Santa-Zulg in July. No, I will not revamp the arena for you. No, I will not knock the shaman revamp out for you. No, I will not put pixies in as a playable race for you. Simple things that I may actually have time to complete.

So long, and thanks for all the fish!

  

Top

Reply Christmas in July is over, Zulghinlour, 10-Jul-10 03:06 PM, #234
Reply Can/Should we lock this thread?, Straklaw, 10-Jul-10 04:46 PM, #251
Reply Thanks, Big Z, Lokain, 10-Jul-10 05:42 PM, #256
Reply New edge idea, Mekantos, 10-Jul-10 01:00 AM, #232
Reply This one is neat, Drag0nSt0rm, 10-Jul-10 06:12 AM, #233
Reply Hmm not sure on these restrictions, Mekantos, 10-Jul-10 07:18 PM, #257
Reply I'll leave that for Santa Daev (n/t), Zulghinlour, 10-Jul-10 03:12 PM, #240
Reply necro lovin, dude, 09-Jul-10 06:13 PM, #231
Reply No (n/t), Zulghinlour, 10-Jul-10 03:38 PM, #244
Reply Make Orc Chief weapon a Leader Weapon..., Tac, 09-Jul-10 08:48 AM, #230
Reply I'll work on it, Zulghinlour, 10-Jul-10 07:40 PM, #258
     Reply Santa Zulg abides (n/t), Zulghinlour, 10-Jul-10 11:57 PM, #261
Reply Fix the "search help topics" on the left side of the we..., Marcus_, 09-Jul-10 03:52 AM, #227
Reply Seconded (FYI it works already on www.carrionfields.com..., Calion, 09-Jul-10 04:10 AM, #228
Reply Santa Zulg abides (n/t), Zulghinlour, 10-Jul-10 04:16 PM, #245
Reply make locate object briefer, The Heretic, 09-Jul-10 02:22 AM, #225
Reply You have complete control over that, Zulghinlour, 09-Jul-10 02:45 AM, #226
Reply Standartizating role contest rewards., Shapa, 08-Jul-10 09:50 PM, #215
Reply 1 Imm XP per winner it is..., Zulghinlour, 08-Jul-10 09:59 PM, #217
Reply Yes! Now I can stop worrying about sucking at roles!, Straklaw, 08-Jul-10 11:52 PM, #224
Reply RE: Standartizating role contest rewards., Daevryn, 08-Jul-10 10:45 PM, #221
Reply RE: Standartizating role contest rewards., Malakhi, 08-Jul-10 10:46 PM, #222
Reply I don't agree., Splntrd, 08-Jul-10 11:24 PM, #223
Reply 3 con is a huge reward by itself. nt, Kalageadon, 09-Jul-10 05:02 AM, #229
Reply terrain type in caps for shifter forms?, Auzaar, 08-Jul-10 09:30 PM, #214
Reply Use %W in your prompt, Zulghinlour, 08-Jul-10 09:53 PM, #216
Reply Devious versatility enhancement for dark-elf thieves, TrapperJohn (Anonymous), 08-Jul-10 02:59 PM, #212
Reply No, Zulghinlour, 08-Jul-10 10:18 PM, #220
Reply Give Bedouins trip skill, TrapperJohn (Anonymous), 08-Jul-10 02:39 PM, #211
Reply No (n/t), Zulghinlour, 10-Jul-10 03:08 PM, #237
Reply Fix affect sorting, Grudan, 08-Jul-10 01:05 PM, #210
Reply Santa Zulg abides (n/t), Zulghinlour, 10-Jul-10 03:34 PM, #241
Reply Fix Serpent Strike, Sarien, 08-Jul-10 10:42 AM, #208
Reply It continues to be by design (n/t), Zulghinlour, 08-Jul-10 12:21 PM, #209
Reply Legacy interaction: Vanguard and Cry, Humbert, 08-Jul-10 10:05 AM, #207
Reply Yeah, you big jerk :) You kept doing it after I told y..., TMNS, 08-Jul-10 03:42 PM, #213
Reply I'm inclined to say no..., Zulghinlour, 10-Jul-10 04:27 PM, #246
Reply At least a couple monk edges, Solestria, 08-Jul-10 02:51 AM, #204
Reply I have ideas here, Valguarnera, 08-Jul-10 06:46 AM, #205
Reply Beastmasters, Dragon_Stone, 07-Jul-10 07:25 PM, #198
Reply No, Zulghinlour, 10-Jul-10 04:49 PM, #252
Reply RE: Christmas in July, Isildur, 07-Jul-10 06:41 PM, #196
Reply Santa Zulg abides (n/t), Zulghinlour, 10-Jul-10 03:08 PM, #236
Reply Refuse Blessing, Lokain, 07-Jul-10 01:49 PM, #191
Reply Warcry supersedes bless, _Magus_, 07-Jul-10 01:51 PM, #192
Reply Cool, thanks., Lokain, 07-Jul-10 01:57 PM, #193
Reply See Santa Zulg 2008, Zulghinlour, 07-Jul-10 05:13 PM, #194
     Reply I could see the point though.., Torak, 07-Jul-10 05:47 PM, #195
Reply On a related note, Mekantos, 07-Jul-10 08:37 PM, #203
Reply Ooh!, trewyn, 07-Jul-10 01:24 PM, #189
Reply Santa Zulg abides (n/t), Zulghinlour, 10-Jul-10 03:36 PM, #242
Reply How about some more echoes and some fiend improvement?, Stevers, 07-Jul-10 08:49 AM, #185
Reply No (n/t), Zulghinlour, 08-Jul-10 10:00 PM, #218
Reply Able to disarm your burst traps, TrapperJohn (Anonymous), 07-Jul-10 07:23 AM, #181
Reply RE: Able to disarm your burst traps, Eskelian, 07-Jul-10 07:52 PM, #202
Reply fair enough. Ignore this, fix KO traps!! - nt, TrapperJohn (Anonymous), 08-Jul-10 08:42 AM, #206
Reply Bigger than I'm able to do right now, Zulghinlour, 10-Jul-10 07:41 PM, #259
Reply RE: Christmas in July, MRSK, 07-Jul-10 04:43 AM, #176
Reply oh god, this would be awesome. Much easier to grep logs..., blackbird, 07-Jul-10 06:29 AM, #179
Reply That's good. Small bonus to this too:, sorlag (Anonymous), 07-Jul-10 08:03 AM, #183
Reply I can't believe this hasn't been suggested before. ~, _Magus_, 07-Jul-10 01:29 PM, #190
Reply aren't they different already?, dude, 07-Jul-10 07:08 PM, #197
Reply That doesn't help in search. nt, MRSK, 07-Jul-10 07:31 PM, #199
Reply Santa Zulg abides, Zulghinlour, 10-Jul-10 03:07 PM, #235
Reply I'll add one more of my typical Santa Zulg requests., Straklaw, 07-Jul-10 03:49 AM, #175
Reply Done and done (n/t), Zulghinlour, 08-Jul-10 10:13 PM, #219
Reply weight command, TrapperJohn (Anonymous), 06-Jul-10 10:56 PM, #170
Reply seconded, Lokain, 07-Jul-10 12:20 AM, #172
Reply type score weight, trewyn, 07-Jul-10 12:33 AM, #173
     Reply Well damn. It's snowing! thanks! -- nt, TrapperJohn (Anonymous), 07-Jul-10 07:08 AM, #180
Reply As Trewyn pointed out...score weight (n/t), Zulghinlour, 07-Jul-10 01:02 AM, #174
Reply Tweak sleep protection/KO traps, TrapperJohn (Anonymous), 06-Jul-10 10:49 PM, #168
Reply Hell no., Daevryn, 07-Jul-10 08:42 AM, #184
     Reply Then separate ko trap timer?, TrapperJohn (Anonymous), 07-Jul-10 09:05 AM, #187
Reply make strengthen add a green aura flag to gear, laxman, 06-Jul-10 08:55 PM, #159
Reply Santa Zulg abides (n/t), Zulghinlour, 06-Jul-10 09:37 PM, #166
Reply make guildguards, centurions and outers block pets from..., dude, 06-Jul-10 06:04 PM, #141
Reply No (n/t), Zulghinlour, 06-Jul-10 08:27 PM, #145
Reply Can we add observation experience points to PBFs?, Not An Imm, 06-Jul-10 01:14 PM, #138
Reply Santa Zulg abides (n/t), Zulghinlour, 06-Jul-10 08:26 PM, #144
Reply ABS Message from Guildmasters, OldTimer, 06-Jul-10 12:06 PM, #137
Reply RE: ABS Message from Guildmasters, Eskelian, 06-Jul-10 06:43 PM, #143
Reply Santa Zulg abides, Zulghinlour, 10-Jul-10 05:08 PM, #253
Reply PBF / Crank factor, Marcus_, 06-Jul-10 11:56 AM, #136
Reply Why? (n/t), Zulghinlour, 06-Jul-10 09:19 PM, #162
Reply I just noticed this..., trewyn, 06-Jul-10 11:24 AM, #135
Reply Santa Zulg abides (n/t), Zulghinlour, 06-Jul-10 08:58 PM, #160
Reply Can you bring back the (Stinky) tag to the skunk items?..., Stevers, 06-Jul-10 10:38 AM, #133
Reply I have no idea what you're talking about (n/t), Zulghinlour, 06-Jul-10 08:28 PM, #146
     Reply RE: I have no idea what you're talking about (n/t), Stevers, 07-Jul-10 05:09 AM, #177
          Reply Well, if you get sprayed by skunk form..., TrapperJohn (Anonymous), 07-Jul-10 11:55 AM, #188
Reply RE: Christmas in July, Eskelian, 06-Jul-10 02:37 AM, #131
Reply Santa Zulg partially abides, Zulghinlour, 06-Jul-10 08:42 PM, #156
     Reply I actually have noticed heavy traps as well, Gaplemo, 06-Jul-10 10:40 PM, #167
     Reply Feel free to email me your list (n/t), Zulghinlour, 10-Jul-10 03:09 PM, #238
     Reply RE: Santa Zulg partially abides, Eskelian, 07-Jul-10 07:45 PM, #200
          Reply RE: Santa Zulg partially abides, Eskelian, 07-Jul-10 07:50 PM, #201
          Reply RE: Santa Zulg partially abides, Zulghinlour, 10-Jul-10 03:11 PM, #239
Reply Can we get some sexy echos for Legacies that don't have..., Lokain, 06-Jul-10 12:59 AM, #130
Reply Make an effort..., Zulghinlour, 06-Jul-10 08:29 PM, #147
     Reply Well to be honest, I'm not sure about all of them eithe..., Lokain, 06-Jul-10 08:34 PM, #151
          Reply RE: Well to be honest, I'm not sure about all of them e..., Zulghinlour, 06-Jul-10 09:24 PM, #163
               Reply cool, Lokain, 06-Jul-10 09:35 PM, #164
Reply A detect poison/trap ingredient for thieves of that pat..., Lokain, 05-Jul-10 03:33 PM, #129
Reply How does detect poison/trap ingredient work? (n/t), Zulghinlour, 06-Jul-10 08:36 PM, #154
     Reply RE: How does detect poison/trap ingredient work? (n/t), Lokain, 06-Jul-10 08:45 PM, #157
          Reply Kind of like detect aritfact, Torak, 06-Jul-10 08:50 PM, #158
          Reply It doesn't..., Zulghinlour, 06-Jul-10 08:59 PM, #161
Reply Please let orcs have 100% berserk skill at level 1, Void, 05-Jul-10 09:49 PM, #125
Reply I second this., Stevers, 06-Jul-10 10:40 AM, #134
Reply Santa Zulg partially abides, Zulghinlour, 10-Jul-10 05:18 PM, #254
Reply Binder Thieves, Lokain, 05-Jul-10 08:13 PM, #123
Reply Level is already taken into account for untie/unbind (n..., Zulghinlour, 06-Jul-10 08:36 PM, #153
Reply Command to show thirst levels, incognito, 05-Jul-10 05:13 PM, #117
Reply Santa Zulg abides (n/t), Zulghinlour, 06-Jul-10 08:32 PM, #148
Reply weight command, TrapperJohn (Anonymous), 06-Jul-10 10:54 PM, #169
Reply Town Crier, Mekantos, 04-Jul-10 10:03 PM, #98
Reply That is way cute. NT, Batman (Anonymous), 05-Jul-10 01:49 PM, #114
Reply I really like this idea and want to expand on it., Stevers, 06-Jul-10 10:37 AM, #132
Reply More effort than I want to put in, Zulghinlour, 06-Jul-10 08:35 PM, #152
Reply You know this is a bad idea..., sleepy, 06-Jul-10 08:40 PM, #155
     Reply This is why I try to avoid posting in anything he does...., Batman (Anonymous), 07-Jul-10 07:48 AM, #182
          Reply At least on Dios., Stevers, 07-Jul-10 08:56 AM, #186
Reply You were born on..., Mekantos, 04-Jul-10 09:54 PM, #97
Reply Not really possible, sleepy, 04-Jul-10 10:29 PM, #99
Reply That's simple., Splntrd, 04-Jul-10 10:38 PM, #101
Reply What if I want to choose birthday myself?, DurNominator, 05-Jul-10 02:06 AM, #107
Reply That would be ideal. But..., Mekantos, 05-Jul-10 11:38 AM, #110
Reply No, Zulghinlour, 06-Jul-10 08:34 PM, #150
Reply Change the HTS Quest., Straklaw, 04-Jul-10 08:02 PM, #94
Reply Bad idea -nt-, Mekantos, 04-Jul-10 09:39 PM, #96
Reply The area writer's original intent, CharlieWaffles, 05-Jul-10 01:43 AM, #106
     Reply And you know this, how...?, Mekantos, 05-Jul-10 11:36 AM, #109
          Reply RE: And you know this, how...?, Daevryn, 05-Jul-10 12:03 PM, #111
          Reply I'm well aware of the other method., Mekantos, 05-Jul-10 01:19 PM, #113
               Reply Because the quest involves magic?, incognito, 05-Jul-10 05:14 PM, #118
                    Reply So...., Mekantos, 05-Jul-10 05:16 PM, #119
          Reply RE: And you know this, how...?, CharlieWaffles, 05-Jul-10 12:53 PM, #112
          Reply Sensitive much? -nt-, Mekantos, 05-Jul-10 02:50 PM, #115
          Reply I'm that 1 percent it wouldn't., Pro, 05-Jul-10 05:10 PM, #116
               Reply :\ -nt-, Mekantos, 05-Jul-10 05:17 PM, #120
Reply No (n/t), Zulghinlour, 06-Jul-10 08:32 PM, #149
Reply more pbf stuff, but different from calion's, Isildur, 04-Jul-10 04:39 PM, #91
Reply Santa Zulg abides (n/t), Zulghinlour, 04-Jul-10 05:52 PM, #92
     Reply Even more PBF stuff, Tsunami, 04-Jul-10 11:46 PM, #105
          Reply Santa Zulg partially abides, Zulghinlour, 10-Jul-10 05:38 PM, #255
Reply Get rid of the timer on sneak?, Pro, 04-Jul-10 04:18 PM, #90
Reply No (n/t), Zulghinlour, 10-Jul-10 03:37 PM, #243
Reply How Long Have I Been Logged On?, Homard, 04-Jul-10 03:31 PM, #89
Reply Santa Zulg abides, Zulghinlour, 04-Jul-10 06:08 PM, #93
     Reply My Request, sorlag (Anonymous), 04-Jul-10 08:30 PM, #95
          Reply I think time in CF should be mostly ignored.., Java, 04-Jul-10 10:38 PM, #100
               Reply RE: I think time in CF should be mostly ignored.., sorlag (Anonymous), 04-Jul-10 10:45 PM, #102
                    Reply No, Zulghinlour, 04-Jul-10 10:47 PM, #103
                         Reply Meh, sorlag (Anonymous), 04-Jul-10 11:03 PM, #104
Reply Beastmasters and Animal messenger., Pro, 04-Jul-10 03:19 PM, #86
Reply No (n/t), Zulghinlour, 10-Jul-10 04:43 PM, #247
Reply ABS idea., Marin, 04-Jul-10 02:58 PM, #82
Reply No (n/t), Zulghinlour, 04-Jul-10 03:07 PM, #83
Reply Additional PBF stats, Calion, 04-Jul-10 02:42 PM, #81
Reply No, Zulghinlour, 04-Jul-10 03:11 PM, #84
     Reply RE: No, Calion, 05-Jul-10 04:07 AM, #108
Reply Stepping out of Camo + Hide, Zulghinlour, 04-Jul-10 02:06 PM, #79
Reply RE: Christmas in July, ORB, 04-Jul-10 12:24 PM, #77
Reply I like this bit..., Mekantos, 04-Jul-10 12:37 PM, #78
Reply SInce I don't see a no from you Zulgh, does this mean a..., ORB, 06-Jul-10 05:32 PM, #140
Reply RE: Christmas in July, Zulghinlour, 10-Jul-10 07:48 PM, #260
     Reply Added the ghosts can't corpse stuff (n/t), Zulghinlour, 11-Jul-10 12:27 AM, #262
Reply Allow gnome rangers to chose, Pro, 04-Jul-10 10:23 AM, #68
Reply I'm not necessarily disagreeing with this.., Java, 04-Jul-10 10:29 AM, #69
Reply No (n/t), Zulghinlour, 10-Jul-10 04:44 PM, #248
Reply RE: Christmas in July, Brian S, 04-Jul-10 09:26 AM, #66
Reply I still don't like this..., Zulghinlour, 04-Jul-10 03:14 PM, #85
Reply Evasion/deflection of skills you can't even use, Zen, 04-Jul-10 09:11 AM, #65
Reply Unfortunately No., Zulghinlour, 04-Jul-10 11:17 AM, #72
Reply EQ [stat], Quixotic, 04-Jul-10 06:31 AM, #56
Reply This is why you have lore/identify/whatever. NT, Batman (Anonymous), 04-Jul-10 08:10 AM, #57
Reply No, Zulghinlour, 04-Jul-10 11:21 AM, #73
Reply Make high affinity interesting., ibuki, 04-Jul-10 03:17 AM, #51
Reply IMHO, edges do this pretty well, Daevryn, 04-Jul-10 08:57 AM, #63
Reply Too big for now, Zulghinlour, 04-Jul-10 11:25 AM, #74
Reply Limit abs use, incognito, 04-Jul-10 02:52 AM, #45
Reply You must play ragers. nt, Artificial, 04-Jul-10 03:43 AM, #52
Reply He really doesn't . (n/t), Daevryn, 04-Jul-10 08:57 AM, #64
Reply RE: Limit abs use, Splntrd, 04-Jul-10 12:20 PM, #76
Reply No (n/t), Zulghinlour, 10-Jul-10 04:45 PM, #250
Reply Pledge, _Magus_, 04-Jul-10 02:37 AM, #43
Reply No, Zulghinlour, 04-Jul-10 02:44 AM, #44
     Reply In fairness, Valkenar, 04-Jul-10 06:30 AM, #55
          Reply RE: In fairness, Splntrd, 04-Jul-10 08:11 AM, #58
Reply RE: Christmas in July, Hutto, 03-Jul-10 09:10 PM, #35
Reply Santa Zulg partially abides, Zulghinlour, 04-Jul-10 12:18 AM, #36
     Reply RE: Santa Zulg partially abides, Straklaw, 04-Jul-10 03:52 AM, #54
     Reply FNCR (n/t), Zulghinlour, 04-Jul-10 11:15 AM, #71
     Reply Yaaaay Santa Zulg! Thanks mate! nt, Hutto, 04-Jul-10 09:59 AM, #67
Reply Let wood elves see hidden people in wilderness, Swordsosaurus, 03-Jul-10 11:16 PM, #32
Reply No (n/t), Zulghinlour, 04-Jul-10 12:20 AM, #37
     Reply Give Wood elves sneak in the wilds., Pro, 04-Jul-10 03:03 AM, #47
          Reply RE: Give Wood elves sneak in the wilds., Daevryn, 04-Jul-10 08:55 AM, #62
               Reply what about an edge for QM?, Pro, 04-Jul-10 10:30 AM, #70
Reply Illusionary/Detect Artifact, Java, 03-Jul-10 10:20 PM, #18
Reply Uh why?, Torak, 03-Jul-10 10:21 PM, #19
Reply Yeah, I guess.., Java, 03-Jul-10 10:23 PM, #20
Reply No, Zulghinlour, 03-Jul-10 11:37 PM, #34
     Reply RE: No, Straklaw, 04-Jul-10 03:45 AM, #53
          Reply It already does, Zulghinlour, 04-Jul-10 11:43 AM, #75
               Reply only an eradicate? shameful zulg.nt, Artificial, 04-Jul-10 03:23 PM, #87
                    Reply I lost my unholy with the purge damn it (n/t), Zulghinlour, 04-Jul-10 03:28 PM, #88
Reply A couple about Request, Java, 03-Jul-10 10:20 PM, #17
Reply Santa Zulg partially abides, Zulghinlour, 03-Jul-10 11:29 PM, #33
Reply For Zulg July, I want...., Torak, 03-Jul-10 09:44 PM, #16
Reply RE: For Zulg July, I want...., Zulghinlour, 04-Jul-10 01:47 AM, #42
Reply I heard this on the newbie channel "affect [stat]", Quixotic, 03-Jul-10 08:58 PM, #14
Reply Santa Zulg abides (n/t), Zulghinlour, 03-Jul-10 10:53 PM, #30
Reply Siteban Pro. nt, Artificial, 03-Jul-10 08:36 PM, #13
Reply Tempting (n/t), Zulghinlour, 03-Jul-10 10:33 PM, #28
Reply God damn you. There went my drink., TMNS, 04-Jul-10 01:02 AM, #39
Reply Can I get you to rethink this idea I think it has merit, Tac, 06-Jul-10 11:55 PM, #171
     Reply Satan Valg abides. (n/t), Valguarnera, 07-Jul-10 06:29 AM, #178
Reply big cosign.~, blackbird, 04-Jul-10 01:47 AM, #41
Reply A peer rating system., Pro, 03-Jul-10 08:29 PM, #12
Reply This won't work., sleepy, 03-Jul-10 09:34 PM, #15
Reply *CACKLE* n/t, Pro, 04-Jul-10 03:04 AM, #48
     Reply In all seriousness..., Splntrd, 04-Jul-10 08:28 AM, #61
Reply No (n/t), Zulghinlour, 04-Jul-10 12:20 AM, #38
Reply I'll re-request my xmas request., Pendragon_Surtr, 03-Jul-10 08:27 PM, #11
Reply Santa Zulg abides, Zulghinlour, 04-Jul-10 01:14 AM, #40
Reply RE: Christmas in July, Splntrd, 03-Jul-10 08:07 PM, #10
Reply Santa Zulg abides (n/t), Zulghinlour, 03-Jul-10 11:13 PM, #31
Reply Give shifters a 500exp penalty., Pro, 03-Jul-10 08:00 PM, #9
Reply No (n/t), Zulghinlour, 03-Jul-10 10:32 PM, #21
Reply Admit Bards are mages and ban them from the village. n/..., Pro, 03-Jul-10 07:59 PM, #8
Reply No (n/t), Zulghinlour, 03-Jul-10 10:32 PM, #22
Reply Title all pledges for all cabals. n/t, Pro, 03-Jul-10 07:59 PM, #7
Reply No (n/t), Zulghinlour, 03-Jul-10 10:32 PM, #23
Reply Make Boats more like Pets, Pro, 03-Jul-10 07:57 PM, #6
Reply No (n/t), Zulghinlour, 03-Jul-10 10:33 PM, #24
Reply I laughed at this for a good three minutes. NT, Batman (Anonymous), 04-Jul-10 08:12 AM, #59
Reply Let ranger bows prog. n/t, Pro, 03-Jul-10 07:54 PM, #5
Reply I assume you mean healing...No (n/t), Zulghinlour, 03-Jul-10 10:33 PM, #25
     Reply Or the special attacks in their terrain. n/t, Pro, 04-Jul-10 03:00 AM, #46
Reply Change the name of the ranger "Hunter" type to "Archer", Pro, 03-Jul-10 07:53 PM, #4
Reply No (n/t), Zulghinlour, 03-Jul-10 10:33 PM, #26
     Reply Why not? It clears up some combersome IC language. n/t, Pro, 04-Jul-10 03:05 AM, #49
          Reply Because you're annoying., Batman (Anonymous), 04-Jul-10 08:16 AM, #60
          Reply Becuase it's only cUmbersome to you, Zulghinlour, 04-Jul-10 02:11 PM, #80
               Reply How very 3rd Grade of you., Pro, 05-Jul-10 06:22 PM, #121
                    Reply You should really read Dale Carnegie's book., TMNS, 05-Jul-10 06:28 PM, #122
                    Reply Logically, if you can, point out..., Pro, 05-Jul-10 09:16 PM, #124
                         Reply Um, me? Because it wasn't Zulg., TMNS, 05-Jul-10 11:49 PM, #126
                              Reply I find this response..., Tac, 05-Jul-10 11:52 PM, #127
                              Reply Keep making sense like that.., Java, 05-Jul-10 11:54 PM, #128
                              Reply Exaggerate much?, Pro, 06-Jul-10 05:12 PM, #139
                                   Reply I don't know what #### you are smoking..., TMNS, 06-Jul-10 06:29 PM, #142
                    Reply That wasn't a personal attack, Swordsosaurus, 06-Jul-10 09:36 PM, #165
Reply More bows for rangers., Pro, 03-Jul-10 07:51 PM, #3
Reply If you won't make the effort neither will I, Zulghinlour, 03-Jul-10 10:35 PM, #29
     Reply If I send you the Mobs will you? n/t, Pro, 04-Jul-10 03:05 AM, #50
Reply Get rid of squelch, Pro, 03-Jul-10 07:49 PM, #2
Reply No (n/t), Zulghinlour, 10-Jul-10 04:44 PM, #249
Reply Mark of the Prey., Pro, 03-Jul-10 07:44 PM, #1
     Reply No (n/t), Zulghinlour, 03-Jul-10 10:33 PM, #27

ZulghinlourSat 10-Jul-10 03:06 PM
Member since 04th Mar 2003
9792 posts
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#261, "Christmas in July is over"
In response to Reply #0


          

I'll be closing this out this weekend. Thanks for all your contributions.

So long, and thanks for all the fish!

  

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StraklawSat 10-Jul-10 04:46 PM
Member since 10th Mar 2003
1014 posts
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#262, "Can/Should we lock this thread?"
In response to Reply #234


          

The sprawl is a bit ridiculous, and this is one beast I wouldn't want to see animated

  

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LokainSat 10-Jul-10 05:42 PM
Member since 03rd Jul 2009
173 posts
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#263, "Thanks, Big Z"
In response to Reply #234


          

Always love the Sant Zulg splurging.

Learn a lot too! Where do we send the beer?

  

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MekantosSat 10-Jul-10 01:00 AM
Member since 06th Dec 2003
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#257, "New edge idea"
In response to Reply #0


          

I know this isn't Santa Daev, but anyways...


Stalwart Companion
You will make an attempt to stay by your companion's side if they are forced out of a room in the midst of combat.


Basically, if someone in your group gets pulled or driven out of the room you are fighting in, you get a chance to follow right along with them and continue fighting. I'd suggest this as strictly a warrior edge. It could be quite powerful, but also quite bad if it were to trigger in an unfortunate situation (such as a group sitting right outside the archmage and you getting pulled right along with your buddy into a beatdown). Interesting, nonetheless.

  

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Drag0nSt0rmSat 10-Jul-10 06:11 AM
Member since 04th Mar 2003
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#258, "This one is neat"
In response to Reply #232
Edited on Sat 10-Jul-10 06:12 AM

          

Make it require rescue at some %, maybe even a align restriction and high cost. And this could definitely find a comfortable nitch.

  

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MekantosSat 10-Jul-10 07:18 PM
Member since 06th Dec 2003
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#259, "Hmm not sure on these restrictions"
In response to Reply #233


          

I could see warriors of any alignment/ethos having justifiable reasons for sticking by their companions, be they a stout, loyal dwarf, or a disciplined imperial blade, or even a psychotic madman with obsessive devotion. High cost...meh, I'd let Daevryn decide. It's so niche, and potentially bad to have for some cases, that I'm not sure it needs that restriction.


Oh yeah, this would be very good for paladins. Just realized that.

  

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ZulghinlourSat 10-Jul-10 03:12 PM
Member since 04th Mar 2003
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#260, "I'll leave that for Santa Daev (n/t)"
In response to Reply #232


          

n/t

So long, and thanks for all the fish!

  

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dudeFri 09-Jul-10 06:13 PM
Member since 10th Aug 2008
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#255, "necro lovin"
In response to Reply #0


          

make zombies have more than one word that they can be called. maybe animated zombie or something. just to make it a little less painful summoning zombies when they get lost. please

  

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ZulghinlourSat 10-Jul-10 03:38 PM
Member since 04th Mar 2003
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#256, "No (n/t)"
In response to Reply #231


          

n/t

So long, and thanks for all the fish!

  

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TacFri 09-Jul-10 08:48 AM
Member since 15th Nov 2005
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#252, "Make Orc Chief weapon a Leader Weapon..."
In response to Reply #0


          

Or have the NPC chief stick around the village even when he isn't "chief".

Tac

  

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ZulghinlourSat 10-Jul-10 07:40 PM
Member since 04th Mar 2003
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#253, "I'll work on it"
In response to Reply #230


          

We've discussed this in the past and I'm not totally against it, but it probably won't be exactly like a cabal leader weapon.

So long, and thanks for all the fish!

  

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ZulghinlourSat 10-Jul-10 11:57 PM
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#254, "Santa Zulg abides (n/t)"
In response to Reply #258


          

n/t

So long, and thanks for all the fish!

  

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Marcus_Fri 09-Jul-10 03:52 AM
Member since 04th Mar 2003
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#249, "Fix the "search help topics" on the left side of the we..."
In response to Reply #0


          

nt

  

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CalionFri 09-Jul-10 04:10 AM
Member since 04th Mar 2003
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#250, "Seconded (FYI it works already on www.carrionfields.com..."
In response to Reply #227


          

.

  

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ZulghinlourSat 10-Jul-10 04:16 PM
Member since 04th Mar 2003
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#251, "Santa Zulg abides (n/t)"
In response to Reply #227


          

n/t

So long, and thanks for all the fish!

  

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The HereticFri 09-Jul-10 02:22 AM
Member since 04th Mar 2003
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#247, "make locate object briefer"
In response to Reply #0


          

It would be nice if I didn't see every instance of common items.

<646hp 707m 414mv 10877tnl loc boots
You cast your arms wide, sending forth a searching sphere of elemental magic.
A pair of iron taloned boots carried by Sashrys
A pair of padded mithril-plated boots carried by Tarni
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
Some sturdy dwarven boots carried by the dwarven guard
Some sturdy dwarven boots carried by the dwarven guard
Some sturdy dwarven boots carried by the dwarven guard
A pair of steel-clawed boots carried by someone
A pair of steel-clawed boots carried by someone
A pair of steel-taloned boots carried by the royal palace guard
A pair of steel-taloned boots carried by the royal palace guard
A pair of steel-taloned boots carried by the royal palace guard
A pair of steel-taloned boots carried by the royal palace guard
A pair of steel-taloned boots carried by the royal palace guard
A pair of iron taloned boots carried by the guard
A pair of iron taloned boots carried by the guard
A pair of iron taloned boots carried by the guard
A pair of adamantite boots carried by the watchman
A pair of adamantite boots carried by the watchman
A pair of adamantite boots carried by the watchman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman


A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by the Patrolman Lieutenant
A pair of black steel boots carried by the Patrolman Lieutenant
A pair of black steel boots carried by the Patrolman Lieutenant
A pair of black steel boots carried by the Patrolman Lieutenant
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by the Mounted Guard
A pair of black steel boots carried by the Mounted Guard
A pair of black steel boots carried by the Mounted Guard
A pair of black steel boots carried by the Mounted Guard
A pair of black steel boots carried by the Mounted Guard
A pair of black steel boots carried by the Mounted Guard
A pair of black steel boots carried by the Mounted Guard
A pair of black steel boots carried by the Mounted Guard
A pair of black steel boots carried by the Mounted Guard
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman

A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman
A pair of black steel boots carried by a Seantryn Patrolman

  

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ZulghinlourFri 09-Jul-10 02:45 AM
Member since 04th Mar 2003
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#248, "You have complete control over that"
In response to Reply #225


          

Add more words to your locate object spell.

c 'locate object' ring
vs.
c 'locate object' seashell ring

There is no point weeding out information from locate object because you aren't specific enough.

So long, and thanks for all the fish!

  

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ShapaThu 08-Jul-10 09:50 PM
Member since 22nd Jun 2006
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#240, "Standartizating role contest rewards."
In response to Reply #0


          

http://forums.carrionfields.com/dc/dcboard.php?az=show_mesg&forum=31&topic_id=30828&mesg_id=30842&page=

http://forums.carrionfields.com/dc/dcboard.php?az=show_mesg&forum=31&topic_id=30828&mesg_id=30832&page=



Sakilan won role contest. In next 57 hours he got 3 con, 3 not expensive edges and no even imm exp. Some other people get 3rd legacy or final form for winning the role contest.


Role contest rewards should be standartizated.

  

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ZulghinlourThu 08-Jul-10 09:59 PM
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#241, "1 Imm XP per winner it is..."
In response to Reply #215


          

Seriously, not something I plan on tackling as a Santa Zulg. I've a coupel ideas on rewards in general but they are much more long-term and deeper.

So long, and thanks for all the fish!

  

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StraklawThu 08-Jul-10 11:52 PM
Member since 10th Mar 2003
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#242, "Yes! Now I can stop worrying about sucking at roles!"
In response to Reply #217


          

No more worry that my lack of role-writing effort is ruining my powergaming! Wohoo!

Now to complain a bunch about how unfair all the Immexp is for role adds at all so that we get nothing at all for them, and I don't have to worry about Imm exp from roles either! Mwahahahahah!

On the serious note, I agree with disagreeing. Even though I've never managed to even place or make honorable mention in a role contest, I think it's much more fun to get "role fitting" rewards rather than anything standardized.

  

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DaevrynThu 08-Jul-10 10:45 PM
Member since 13th Feb 2007
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#243, "RE: Standartizating role contest rewards."
In response to Reply #215


          

You apparently missed the 'and a quest spell' in there.

  

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MalakhiThu 08-Jul-10 10:46 PM
Member since 12th Dec 2009
367 posts
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#244, "RE: Standartizating role contest rewards."
In response to Reply #215
Edited on Thu 08-Jul-10 10:46 PM

          

>Sakilan won role contest. In next 57 hours he got 3 con, 3 not
>expensive edges and no even imm exp. Some other people get 3rd
>legacy or final form for winning the role contest.
>


It looks like he received a quest spell, as well ...


Oops. Quick Daev beat me.

  

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SplntrdThu 08-Jul-10 11:24 PM
Member since 08th Feb 2004
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#245, "I don't agree."
In response to Reply #215


          

A reward is a reward. Be thankful they do role contests at all; they're a boon to creativity and foster variety. IMO role contests and their rewards are really more about the playerbase as a whole than any given individual's rewards.

Furthermore, I like the variety of role contest rewards. It makes them fun and surprising. Every Imm runs the contest slightly differently and I find it interesting. Further still, a given contest winner might not deserve the same reward as any other given winner. He might be a crappy character overall (even if he had a good role) or his role might not have been as good as the last winner's.

It's fine the way it is.

Splntrd

  

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KalageadonFri 09-Jul-10 05:02 AM
Member since 23rd Oct 2003
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#246, "3 con is a huge reward by itself. nt"
In response to Reply #215


          

nt

  

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AuzaarThu 08-Jul-10 09:30 PM
Member since 10th May 2006
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#238, "terrain type in caps for shifter forms?"
In response to Reply #0


          

This would be for those forms that can camo/forestblend/burrow/etc... in certain terrain types. I vaguely remember being in a few rooms that had foresty descriptions where I couldn't forestblend.

  

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ZulghinlourThu 08-Jul-10 09:53 PM
Member since 04th Mar 2003
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#239, "Use %W in your prompt"
In response to Reply #214


          

If you have a skill (like forestblend) that requires a certain terrain, you will know when you are in a terrain you can use it.

If you can't it will be wilderness, if you can it will be the specific terrain e.g. forest. If you are in places with foresty descriptions and it doesn't show up as a forest, it's not a forest.

So long, and thanks for all the fish!

  

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TrapperJohn (inactive user)Thu 08-Jul-10 02:59 PM
Charter member
posts
#236, "Devious versatility enhancement for dark-elf thieves"
In response to Reply #0


          

Legacies helped us see more dark-elf warriors, forms helped us see more dark-elf shifters. But I'd love to see more dark-elf thieves.

How about...

Extremely intelligent thieves are given more points or penalized less when using devious versatility multiple times. Because they are so smart they can learn more skillz. Can make same argument for gnome thieves.

This isn't my fourth request, it's on behalf of Sirlinn.



  

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ZulghinlourThu 08-Jul-10 10:18 PM
Member since 04th Mar 2003
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#237, "No"
In response to Reply #212


          

I'd rather that specific edges targetting dark-elves were created than do this (like what we did with Hook Horror & Cave Fisher for for dark-elf shifters).

So long, and thanks for all the fish!

  

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TrapperJohn (inactive user)Thu 08-Jul-10 02:39 PM
Charter member
posts
#234, "Give Bedouins trip skill"
In response to Reply #0


          

How about some Bedouin loving. Call it "leg whip" or something and make it more effective in desert. Is that so far fetched? They're kind of like bandits anyways, right?

Poor bedouins get two combat skill/spells that can only be used in the desert, dervishdance at 42, while losing 3 of the 4 key ranger lagging/kill sealing skills and spells. (not to mention charge??)

As a Christmas bonus, modify dirt kick for them to be...

Sand toss:
The bedouin throws a fistful of sand at the victims face, either blinding them for 2 ticks or rendering them mute for a tick.

I saw the lil' rogue desert kid in the bollywood film "The Warrior" do this with some red dust, and I thought, there it is, Bedouin Action for Carrion Fields!

  

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ZulghinlourSat 10-Jul-10 03:08 PM
Member since 04th Mar 2003
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#235, "No (n/t)"
In response to Reply #211


          

n/t

So long, and thanks for all the fish!

  

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GrudanThu 08-Jul-10 01:05 PM
Member since 21st Sep 2007
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#232, "Fix affect sorting"
In response to Reply #0


          

This has been bugging me for years and I'd love for it to be changed.

When you cast spells on yourself in game, they are sorted in the affects list with those that expire soonest on the bottom of the list. This makes it really easy to tell what spells expire next. However, when you log in, all those affects are sorted in the opposite order and stay that way until they expire.

That leads to a period of time for the first 1-20 (or more) minutes after you log in where your affects list can be totally scrambled, and if you're a class with a lot of buffs, this gets really annoying.

An example of what I mean from Irinam's affects list.

You are affected by:
Spell: 'repair organ' for 15 hours.
Spell: 'detect artifact' for 14 hours.
Spell: 'fly' for 11 hours.
Spell: 'repair bone' for 10 hours.
Spell: 'barrier' modifies armor class by -80 for 7 hours.
Spell: 'repair flesh' for 6 hours.
Spell: 'desensitize' for 0 hours.
Spell: 'control translucence' for 5 hours.
Spell: 'pass door' for 16 hours.
Spell: 'ocular enhancement' for 34 hours.
Spell: 'ocular enhancement' for 34 hours.
Skill: 'vigilance' for 41 hours.
Skill: 'vigilance' for 41 hours.
Spell: 'detect magic' for 44 hours.

If you had just logged in the middle of a raid or something and needed to figure out which critical spells you needed to refresh ASAP, this is just needlessly confusing.

  

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ZulghinlourSat 10-Jul-10 03:34 PM
Member since 04th Mar 2003
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#233, "Santa Zulg abides (n/t)"
In response to Reply #210


          

n/t

So long, and thanks for all the fish!

  

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SarienThu 08-Jul-10 10:42 AM
Member since 14th Feb 2009
740 posts
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#230, "Fix Serpent Strike"
In response to Reply #0


          

Right now, regardless of weapon damage type serpent strike does flat slashing damage. I posted on this a while back, and Daev said that if he made serpent strike take into account weapon damage type he'd have to tweak the damage down.

In all honesty, the way it is currently implemented serpent strike seems broken and not a match for the rest of the skills in CF

for example, all warrior skills (cranial/stab/etc et al) take into account damage type when dealing out damage...

so for the sake of RP and for keeping melee skills in line with one another, please fix serpent strike so that it takes into account weapon damage type

Thanks man!

-S

  

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ZulghinlourThu 08-Jul-10 12:21 PM
Member since 04th Mar 2003
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#231, "It continues to be by design (n/t)"
In response to Reply #208


          

n/t

So long, and thanks for all the fish!

  

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HumbertThu 08-Jul-10 10:05 AM
Member since 13th Jun 2009
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#227, "Legacy interaction: Vanguard and Cry"
In response to Reply #0


          

Warrior A and Warrior B are in a group.
Warrior A has Cry.
Warrior B has Vanguard.

If B uses Warcry and grants A his Warcry, A can no longer use Cry for a very long time.

Is it possible to fix this? Granted, very very few warriors have Vanguard, but I had it as Humbert (3rd legacy) and it would hamper Aeinrez (who had Cry) quite a few times.

  

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TMNSThu 08-Jul-10 03:42 PM
Member since 10th Jun 2009
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#228, "Yeah, you big jerk :) You kept doing it after I told y..."
In response to Reply #207


          

NT

  

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ZulghinlourSat 10-Jul-10 04:27 PM
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#229, "I'm inclined to say no..."
In response to Reply #207


          

>Warrior A and Warrior B are in a group.
>Warrior A has Cry.
>Warrior B has Vanguard.
>
>If B uses Warcry and grants A his Warcry, A can no longer use
>Cry for a very long time.
>
>Is it possible to fix this? Granted, very very few warriors
>have Vanguard, but I had it as Humbert (3rd legacy) and it
>would hamper Aeinrez (who had Cry) quite a few times.

This is what "teamwork" is all about. I see this as a similar limitation to shapeshifters where you have an ally and an enemy that are both tigers.

So long, and thanks for all the fish!

  

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SolestriaThu 08-Jul-10 02:51 AM
Member since 07th Jan 2010
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#225, "At least a couple monk edges"
In response to Reply #0


          

Love to see a few monk edges if not a full set even.

  

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ValguarneraThu 08-Jul-10 06:46 AM
Member since 04th Mar 2003
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#226, "I have ideas here"
In response to Reply #204


          

Haven't had time to put fingers to keyboard long enough to get them in, but we'll see. Champions as well.

valguarnera@carrionfields.com

  

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Dragon_StoneWed 07-Jul-10 07:25 PM
Member since 07th Jul 2010
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#223, "Beastmasters"
In response to Reply #0


          

I never understood why cloud of wasps is a spell but bearcall or wolfkin isn't. Isn't mastery of animals, insects, lizards etc a skill? Could you consider changing this to a skill?

While you are at it, please look at bears. There is nothing special about any of the bears you call. They are usually fodder that gets a big hit on you with some - demoralization. Give them something like a charge, mini-rake or a bite/trip. Something that makes having beastmaster pets separate the class into something unique other than having a charmie.

Thanks.

  

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ZulghinlourSat 10-Jul-10 04:49 PM
Member since 04th Mar 2003
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#224, "No"
In response to Reply #198


          

>I never understood why cloud of wasps is a spell but bearcall
>or wolfkin isn't. Isn't mastery of animals, insects, lizards
>etc a skill? Could you consider changing this to a skill?

I suspect because you're calling from miles around vs. a local area. I'm fine with it how it is.

>While you are at it, please look at bears. There is nothing
>special about any of the bears you call. They are usually
>fodder that gets a big hit on you with some - demoralization.
>Give them something like a charge, mini-rake or a bite/trip.
>Something that makes having beastmaster pets separate the
>class into something unique other than having a charmie.

I'm not inclined to go diving into bear-charmie revamp and give them all lagging skills (which would guarantee you get one, not two, and likely the damage output dropped).

So long, and thanks for all the fish!

  

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IsildurWed 07-Jul-10 06:41 PM
Member since 04th Mar 2003
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#221, "RE: Christmas in July"
In response to Reply #0


          

See the thing I bug boarded about maran mantle.

Basically, have maran mantle supercede non-mantle flight and protection vs. evil if you have them up when you call mantle. Also detect evil if the caller is a squire.

I ran into this while retrieving. I'd put up flight, get the orb back, then immediately call mantle. Ooops! Now I have to wait 50 hours before I get the flight effect from mantle.

  

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ZulghinlourSat 10-Jul-10 03:08 PM
Member since 04th Mar 2003
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#222, "Santa Zulg abides (n/t)"
In response to Reply #196


          

n/t

So long, and thanks for all the fish!

  

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LokainWed 07-Jul-10 01:49 PM
Member since 03rd Jul 2009
173 posts
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#215, "Refuse Blessing"
In response to Reply #0


          

Would it be possible to make it so you can make a refuse blessing toggle for classes that can warcry? There are some instances where a blessing would be hampering.

  

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_Magus_Wed 07-Jul-10 01:51 PM
Member since 05th Dec 2006
430 posts
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#216, "Warcry supersedes bless"
In response to Reply #191


          

If you are affected by bless and then use warcry, the warcry will take the place of bless.

  

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LokainWed 07-Jul-10 01:57 PM
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#217, "Cool, thanks."
In response to Reply #192


          

I guess that's changed somewhat recently since it didn't used to be that way.

  

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ZulghinlourWed 07-Jul-10 05:13 PM
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#218, "See Santa Zulg 2008"
In response to Reply #192


          

http://forums.carrionfields.com/dc/dcboard.php?az=show_mesg&forum=68&topic_id=3&mesg_id=4&page=

So long, and thanks for all the fish!

  

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TorakWed 07-Jul-10 05:46 PM
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#219, "I could see the point though.."
In response to Reply #194
Edited on Wed 07-Jul-10 05:47 PM

          

...of having a way to not wanting to be blessed.

Good example is an orc not wanting bard songs, bless, etc because of how important it is to warcry in battle. From my experience you got the "you are already blessed" message still.

It's rare I know, but still something.

  

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MekantosWed 07-Jul-10 08:37 PM
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#220, "On a related note"
In response to Reply #191


          

Zulg, would it be possible for berserk to override frenzy?

It seems comparable to why warcry overrides bless, and yet it does not work this way.

  

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trewynWed 07-Jul-10 01:24 PM
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#213, "Ooh!"
In response to Reply #0


          

Can you make the echoes for bless and canticle falling different? It mucks up my "this is what you have on" messages and confuses me when I keep trying to bless myself and I'm already blessed.

  

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ZulghinlourSat 10-Jul-10 03:36 PM
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#214, "Santa Zulg abides (n/t)"
In response to Reply #189


          

n/t

So long, and thanks for all the fish!

  

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SteversWed 07-Jul-10 08:48 AM
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#211, "How about some more echoes and some fiend improvement?"
In response to Reply #0
Edited on Wed 07-Jul-10 08:49 AM

          

Echoes when your skills kill people that have fled.

i.e

impale
fiend
etc


I've only played 3 or 4 classes so I dont know of all of the skills that can cause death after the person flees, nor have I been killed by many. I do know that fiend never gave me an echo if it got the kill while in a different room, and impale has killed me before after I fled from the PKer(unsure if it fires an echo to the user)

Maybe something like

"You sense that X listened to your grand nocturne very carefully"
and when the fiend dies, the bard doesnt see "You hear somethings death cry" (other players still would), but the bard could see something like "X laughs at the perfomance of your grand nocturne"

That's all on the fiend improvement.
Just echo ideas.

  

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ZulghinlourThu 08-Jul-10 10:00 PM
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#212, "No (n/t)"
In response to Reply #185


          

n/t

So long, and thanks for all the fish!

  

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TrapperJohn (inactive user)Wed 07-Jul-10 07:23 AM
Charter member
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#207, "Able to disarm your burst traps"
In response to Reply #0


          

Can be a simple method where you have to disarm all in the room.

Being able to disarm your traps would make it easier to:

- Set traps in town, so when the law comes you can clean up your traps and get out

- Set traps as a goodie/cabaled in more places, so if a non-enemy does come through you can disarm without having to go to them and group up, possibly messing up yours or his current group


TRAP LOVIN' FTW!

  

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EskelianWed 07-Jul-10 07:52 PM
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#208, "RE: Able to disarm your burst traps"
In response to Reply #181


          

I feel like if you're going to ask for things with traps, ask for things that make general traps more PVP competitive. Snare is the same deal (minus the tribunal part I guess) and its mostly a non-issue. On the trap side I kinda expected stuff like "X trap should do more damage!"

  

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TrapperJohn (inactive user)Thu 08-Jul-10 08:42 AM
Charter member
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#209, "fair enough. Ignore this, fix KO traps!! - nt"
In response to Reply #202


          

nt

  

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ZulghinlourSat 10-Jul-10 07:41 PM
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#210, "Bigger than I'm able to do right now"
In response to Reply #181


          

I'm not against having a way for trappers to disarm their own traps, but I'm also not quite sure what all it would entail. There are some other trapper things on my list, I'll add this to it.

So long, and thanks for all the fish!

  

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MRSKWed 07-Jul-10 04:43 AM
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#200, "RE: Christmas in July"
In response to Reply #0


          

Please, change echo when you kill PCs to separate it from NPCs. Somewhat hard to search for kill logs now...

  

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blackbirdWed 07-Jul-10 06:29 AM
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#201, "oh god, this would be awesome. Much easier to grep logs..."
In response to Reply #176


  

          

.

  

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sorlag (inactive user)Wed 07-Jul-10 08:03 AM
Charter member
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#202, "That's good. Small bonus to this too:"
In response to Reply #176


          

Make it distinguishable while blind.

Trying to grep out all my PKills is bad enough, but digging through all the false alarm, "Someone is DEAD" cases is the worst.

  

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_Magus_Wed 07-Jul-10 01:29 PM
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#203, "I can't believe this hasn't been suggested before. ~"
In response to Reply #176


          

nt

  

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dudeWed 07-Jul-10 07:08 PM
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#204, "aren't they different already?"
In response to Reply #176


          

PC's don't get the "you receive X experience" echo. not that I am against the idea, just pointing out a difference.

  

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MRSKWed 07-Jul-10 07:31 PM
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#205, "That doesn't help in search. nt"
In response to Reply #197


          

nt

  

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ZulghinlourSat 10-Jul-10 03:07 PM
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#206, "Santa Zulg abides"
In response to Reply #176


          

You land the killing blow against Zrandom.
You assist Zulghinlour in the death of Zrandom.

So long, and thanks for all the fish!

  

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StraklawWed 07-Jul-10 03:49 AM
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#198, "I'll add one more of my typical Santa Zulg requests."
In response to Reply #0


          

Have a beer. In fact, we should all share in that task.

Thanks for Christmas!

  

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ZulghinlourThu 08-Jul-10 10:13 PM
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#199, "Done and done (n/t)"
In response to Reply #175


          

n/t

So long, and thanks for all the fish!

  

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TrapperJohn (inactive user)Tue 06-Jul-10 10:56 PM
Charter member
posts
#193, "weight command"
In response to Reply #0


          

typing "weight" echos out how much weight and how many items you are carrying.

For some reason, it takes me forever to scan my score and find this.

Thanks Santa!

  

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LokainWed 07-Jul-10 12:20 AM
Member since 03rd Jul 2009
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#194, "seconded"
In response to Reply #170


          

I can never seem to find it.

  

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trewynWed 07-Jul-10 12:33 AM
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#195, "type score weight"
In response to Reply #172
Edited on Wed 07-Jul-10 12:33 AM

          

type

score weight

sc weight
Carry # : 32/34 Weight : 285 lb 14 oz (Max 362 lbs)

  

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TrapperJohn (inactive user)Wed 07-Jul-10 07:08 AM
Charter member
posts
#196, "Well damn. It's snowing! thanks! -- nt"
In response to Reply #173


          

nt

  

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ZulghinlourWed 07-Jul-10 01:02 AM
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#197, "As Trewyn pointed out...score weight (n/t)"
In response to Reply #170


          

n/t

So long, and thanks for all the fish!

  

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TrapperJohn (inactive user)Tue 06-Jul-10 10:49 PM
Charter member
posts
#190, "Tweak sleep protection/KO traps"
In response to Reply #0
Edited on Tue 06-Jul-10 10:49 PM

          

A xmas request, but didn't see response, so going for it again.

Please change it so triggering and missing a KO trap doesn't set a sleep protection timer - like it was back in the old days when op trappers rocked :p (but, I think a sleep prot timer should be there for when ko traps hit so you can't just potentially ko someone over and over).

Alternatively, boost the % of it landing. So there is at least a tactical decision to make. Right now, the tactic is easy - don't use KO traps.

  

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DaevrynWed 07-Jul-10 08:42 AM
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#191, "Hell no."
In response to Reply #168


          

It's not fun for anyone to have to wade through limitless KO traps along the road, possibly several in the same room, having to make a save for each.

At least with most of the other KO abilities in the game combat will start on a failure, and even with lullaby the bard is guaranteed to be in the room giving you SOME chance to get them.

  

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TrapperJohn (inactive user)Wed 07-Jul-10 09:05 AM
Charter member
posts
#192, "Then separate ko trap timer?"
In response to Reply #184


          

I think the main issue is not being able to blackjack or garrotte someone after they have missed a ko trap - if you set a KO trap, sure you now have small chance of knocking them out with no risk to you, except that you've granted them protection from jacking/garrotting too. Makes the circumstances you'd want to mess with a KO trap much much rarer. Maybe it's a good way to give your friends protection from other thieves?

It's not that I want to be able to use KO traps until my heart is content, but to make the choice to use one more viable.

Now, you are looking at:

Jack:
very good chance you'll KO them, slight risk you'll get snot beat out of you, they'll yell, and you'll get flagged, and you can't try again for awhile

Trap:
slight chance you'll KO them with no risk to you, but good chance they'll miss and now also you can't jack them period.

  

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laxmanTue 06-Jul-10 08:55 PM
Member since 18th Aug 2003
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#188, "make strengthen add a green aura flag to gear"
In response to Reply #0


          

Could you make strengthened gear have a green aura? I mean a green aura fades or something like that already when people that are not outies try to use it. It is also slightly annoying if you go through gear a lot to figure out what is and is not strengthened if you either lore/id or try to strenghten it all again.

  

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ZulghinlourTue 06-Jul-10 09:37 PM
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#189, "Santa Zulg abides (n/t)"
In response to Reply #159


          

n/t

So long, and thanks for all the fish!

  

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dudeTue 06-Jul-10 06:04 PM
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#186, "make guildguards, centurions and outers block pets from..."
In response to Reply #0


          

right now it sucks to raid a guild/cabal sometimes because your followers might flee inside if you have to stop and rest. can they be denied entrance as well so they either flee back the way they came or die trying?

  

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ZulghinlourTue 06-Jul-10 08:27 PM
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#187, "No (n/t)"
In response to Reply #141


          

n/t

So long, and thanks for all the fish!

  

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Not An ImmTue 06-Jul-10 01:14 PM
Member since 04th Mar 2003
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#184, "Can we add observation experience points to PBFs?"
In response to Reply #0


          

It's always bugged me that I can see every other experience stat in game, but I can't see my observation points earned when I buy the PBF.

  

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ZulghinlourTue 06-Jul-10 08:26 PM
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#185, "Santa Zulg abides (n/t)"
In response to Reply #138


          

n/t

So long, and thanks for all the fish!

  

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OldTimerTue 06-Jul-10 12:06 PM
Member since 20th May 2007
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#181, "ABS Message from Guildmasters"
In response to Reply #0


          

Dear Santa:

Could you please instruct the guildmasters to inform members of their guild, at the appropriate time, that there are sleek wands out there that are bonded and unique to them...

PS: I've been good this year!


I can see this working either by class or by alignment. Perhaps the guildmaster could say something like this....

Evil:
Your guildmaster tells you: "I have bonded a sleek black wand to your dark soul. If great power is what you yearn for, seek out your prize. I have hidden it well." (read help ###)

Conjurer:
Your guildmaster tells you: "I see a connection between your soul and powerful wands. Seek them out and great power shall be at your fingertips." (read help ###)


The help file would give a brief explenation of how the sleek system works.

Maybe something similar would prompt a mage to start the detect artifact process...


  

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EskelianTue 06-Jul-10 06:43 PM
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#182, "RE: ABS Message from Guildmasters"
In response to Reply #137


          

I'd rather just have the guildmaster berate you if you choose "I am new to the mud" and a mage. "You picked a mage? Even though we told you not to? So I guess you're like retarded or something?"

  

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ZulghinlourSat 10-Jul-10 05:08 PM
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#183, "Santa Zulg abides"
In response to Reply #137


          

I've added a pointer to help sleek at 35.

So long, and thanks for all the fish!

  

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Marcus_Tue 06-Jul-10 11:56 AM
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#179, "PBF / Crank factor"
In response to Reply #0


          

I.e. % of lifetime that the character spent with pumping adrenaline

  

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ZulghinlourTue 06-Jul-10 09:19 PM
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#180, "Why? (n/t)"
In response to Reply #136


          

n/t

So long, and thanks for all the fish!

  

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trewynTue 06-Jul-10 11:24 AM
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#177, "I just noticed this..."
In response to Reply #0


          

These are the cosmetic thingies on my Santa Zulg list

Make an echo when Calcify kills flying (Include Windwalk)
-- Make an echo that shows hollow bones allowing you to fly

Make an echo when field dressing cures or stalls something like bleeding and such.

  

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ZulghinlourTue 06-Jul-10 08:58 PM
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#178, "Santa Zulg abides (n/t)"
In response to Reply #135


          

n/t

So long, and thanks for all the fish!

  

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SteversTue 06-Jul-10 10:38 AM
Member since 01st Mar 2010
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#173, "Can you bring back the (Stinky) tag to the skunk items?..."
In response to Reply #0


          

Should be quick and easy.

This wont really benefit anyone but me.

  

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ZulghinlourTue 06-Jul-10 08:28 PM
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#174, "I have no idea what you're talking about (n/t)"
In response to Reply #133


          

n/t

So long, and thanks for all the fish!

  

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SteversWed 07-Jul-10 05:09 AM
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#175, "RE: I have no idea what you're talking about (n/t)"
In response to Reply #146


          

Someone told me there was a STINKY tag on an item when I played Stevers.

I spent 1 RL hour trying to find the skunk just to find out that it was a lie.

Can you implement a stinky tag to the skunk items is what I really wanted to know

  

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TrapperJohn (inactive user)Wed 07-Jul-10 11:55 AM
Charter member
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#176, "Well, if you get sprayed by skunk form..."
In response to Reply #177
Edited on Wed 07-Jul-10 11:55 AM

          

*you* get the (stinky) flag. Also if a trap thief stench cloud gets you. Don't think there are stinky-flagged items.

  

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EskelianTue 06-Jul-10 02:37 AM
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#166, "RE: Christmas in July"
In response to Reply #0


          

Lowbie trapper skills loving. I haven't gotten high enough level to comment on trap ingredients and stuff but off the top of my heads :

1) Bag of tricks. This thing does like hits/wounds when you get it and its a two round lag skill - misses often and does 0-hour faerie fire and 0-hour blindness (aka poor man's dirt kick). I know it gets better when you're near hero but it should be better when you get it too, ie, more damage, at least 1 hour blindness/faerie fire.

2) Smoke bomb - Great skill, shouldn't be 0 hours when you get it. Increase the duration.

3) Stench cloud - See above, should have longer duration.

4) Trap ingredients - drop their weight dramatically. Half the ones I've collected walking around are 2+ lbs each.

Anywho, pls pls pls pls . Thanks.

-DC

  

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ZulghinlourTue 06-Jul-10 08:42 PM
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#167, "Santa Zulg partially abides"
In response to Reply #131


          

>1) Bag of tricks. This thing does like hits/wounds when you
>get it and its a two round lag skill - misses often and does
>0-hour faerie fire and 0-hour blindness (aka poor man's dirt
>kick). I know it gets better when you're near hero but it
>should be better when you get it too, ie, more damage, at
>least 1 hour blindness/faerie fire.

Santa Zulg abides.

>2) Smoke bomb - Great skill, shouldn't be 0 hours when you get
>it. Increase the duration.

Santa Zulg abides.

>3) Stench cloud - See above, should have longer duration.

It's already got a decent duration, left alone.

>4) Trap ingredients - drop their weight dramatically. Half
>the ones I've collected walking around are 2+ lbs each.

Be more specific.

So long, and thanks for all the fish!

  

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GaplemoTue 06-Jul-10 10:40 PM
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#168, "I actually have noticed heavy traps as well"
In response to Reply #156


          

If you want, I can send you a list of the ones Ive found and their weights so you can review them/make a decision, but they do seem rather heavy, pretty crippling for a gnome or drow or felar thief.

  

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ZulghinlourSat 10-Jul-10 03:09 PM
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#169, "Feel free to email me your list (n/t)"
In response to Reply #167


          

n/t

So long, and thanks for all the fish!

  

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EskelianWed 07-Jul-10 07:45 PM
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#170, "RE: Santa Zulg partially abides"
In response to Reply #156


          

I'll email you a list once I start collecting them regularly, off the top of my head the two from bandit encampment are definately almost 3lbs each and I think the one from northwest of Udgaard.

For my own qualification purposes how heavy should they generally be? Like, above what weight should I report them?

Thanks,
DC

  

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EskelianWed 07-Jul-10 07:50 PM
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#171, "RE: Santa Zulg partially abides"
In response to Reply #200


          

Also, thank you so much - first time I ever asked for anything in one of these and got 2 implemented in like a couple days.

Thanks,
DC

  

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ZulghinlourSat 10-Jul-10 03:11 PM
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#172, "RE: Santa Zulg partially abides"
In response to Reply #200


          

>For my own qualification purposes how heavy should they
>generally be? Like, above what weight should I report them?

Whatever doesn't seem to make sense. I would expect something like a bag full of stone spikes to be in the pounds range, but a packet of dust not to be. Use your best judgement.

So long, and thanks for all the fish!

  

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LokainTue 06-Jul-10 12:59 AM
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#161, "Can we get some sexy echos for Legacies that don't have..."
In response to Reply #0


          

Would be nice to know when things actually work.

  

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ZulghinlourTue 06-Jul-10 08:29 PM
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#162, "Make an effort..."
In response to Reply #130


          

I have no idea which legacies you're talking about, and I'm not about to go through all of them to try and figure it out.

So long, and thanks for all the fish!

  

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LokainTue 06-Jul-10 08:34 PM
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#163, "Well to be honest, I'm not sure about all of them eithe..."
In response to Reply #147


          

But of the the ones that I've had that didn't tell me anything were...


Whirlwind of Steel
Ward of Blades
Calming the Tempest
Harmonious Equilibrium

  

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ZulghinlourTue 06-Jul-10 09:24 PM
Member since 04th Mar 2003
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#164, "RE: Well to be honest, I'm not sure about all of them e..."
In response to Reply #151


          

>Whirlwind of Steel
>Ward of Blades

They work on every attack...no point adding spam to every single attack you make.

>Calming the Tempest

It works on every saving throw...no point adding spam to every single saving throw you make.

>Harmonious Equilibrium

It works on every time you get lagged...no point adding spam to every single time you get lagged.

So long, and thanks for all the fish!

  

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LokainTue 06-Jul-10 09:35 PM
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#165, "cool"
In response to Reply #163


          

Never knew they worked all the time.

  

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LokainTue 06-Jul-10 12:10 AM
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#156, "A detect poison/trap ingredient for thieves of that pat..."
In response to Reply #0


          

Playing those two branches of the class are incredibly underplayed, and it's mostly due to the fact that they're more complicated, but also because they're a huge time sink.

  

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ZulghinlourTue 06-Jul-10 08:36 PM
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#157, "How does detect poison/trap ingredient work? (n/t)"
In response to Reply #129


          

n/t

So long, and thanks for all the fish!

  

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LokainTue 06-Jul-10 08:45 PM
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#158, "RE: How does detect poison/trap ingredient work? (n/t)"
In response to Reply #154


          

I wasn't aware that a detect poison skill exists, and as far as I know, detect traps only detects traps in rooms.

Perhaps I wasn't clear, but I was suggesting something that would help those two classes locate trap/poison ingredients.

  

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TorakTue 06-Jul-10 08:50 PM
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#159, "Kind of like detect aritfact"
In response to Reply #157


          

~

  

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ZulghinlourTue 06-Jul-10 08:59 PM
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#160, "It doesn't..."
In response to Reply #157


          

>I wasn't aware that a detect poison skill exists, and as far
>as I know, detect traps only detects traps in rooms.

It doesn't exist...I was asking how you thought it would work.

>Perhaps I wasn't clear, but I was suggesting something that
>would help those two classes locate trap/poison ingredients.

Making something like detect artifact for poison/trap ingredients...No.

So long, and thanks for all the fish!

  

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VoidMon 05-Jul-10 09:49 PM
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#153, "Please let orcs have 100% berserk skill at level 1"
In response to Reply #0


          

They are all Berserkers. Thanks.

  

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SteversTue 06-Jul-10 10:40 AM
Member since 01st Mar 2010
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#154, "I second this."
In response to Reply #125


          

Also, can we set the orcs with 10 INT back to their normal crappy INT?

  

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ZulghinlourSat 10-Jul-10 05:18 PM
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#155, "Santa Zulg partially abides"
In response to Reply #125


          

They still get it at level 6, but now they'll get it at 85%.

So long, and thanks for all the fish!

  

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LokainMon 05-Jul-10 08:13 PM
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#151, "Binder Thieves"
In response to Reply #0


          

Make it so untie works in a similar way to corpseguard. Nothing was more frustrating than tying up some hero like a Christmas turkey and then having some level 15 lowbie saunter on in and start untying him.

  

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ZulghinlourTue 06-Jul-10 08:36 PM
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#152, "Level is already taken into account for untie/unbind (n..."
In response to Reply #123


          

n/t

So long, and thanks for all the fish!

  

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incognitoMon 05-Jul-10 05:13 PM
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#148, "Command to show thirst levels"
In response to Reply #0


          

You know how you can see how hungry you are by typing SCORE.

Please could we have something similar related to how thirsty you are?

  

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ZulghinlourTue 06-Jul-10 08:32 PM
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#149, "Santa Zulg abides (n/t)"
In response to Reply #117


          

n/t

So long, and thanks for all the fish!

  

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TrapperJohn (inactive user)Tue 06-Jul-10 10:54 PM
Charter member
posts
#150, "weight command"
In response to Reply #117


          

typing "weight" shows you the line from your score saying how much weight you are carrying and how many items. For some reason, it takes me forever to scan my score and find this, and it's something I look for often.

  

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MekantosSun 04-Jul-10 10:03 PM
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#141, "Town Crier"
In response to Reply #0


          

I always liked the idea of a town crier keeping things current with various yells. They'd have to be written with some humorous flaire to be interesting. Some automated ones I thought of, which people would enjoy hearing, would be...


-Character deaths at the hands of other characters. To keep lowbie vultures from flocking to the scene, I recommend a delay on this that expires when either A) the slain character reaches their corpse (walks into the room where it's at), or B) the corpse decays.

-Cabal statuses. Some humored shouts about who just whooped whose ass and stole their cookie jar would be cool.

-Whenever a Tribunal kills a criminal they should get a special, more celebratory message.

-Whenever a criminal kills someone they should hear curses from the criers and possibly some vocal townsfolk.

-Whenever morning comes, the Crier should announce the date and offer homage to some God/cause/leader.

-Whenever an arena fight begins. When it ends, the winner could be announced (potentially dangerous).


It would be cool to see these utilized for custom messages. Maybe a small fee, plus the intended message, could be queued up for review by any Immortal and put through if it checks out.

  

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Batman (inactive user)Mon 05-Jul-10 01:49 PM
Charter member
posts
#142, "That is way cute. NT"
In response to Reply #98


          

I like it.

  

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SteversTue 06-Jul-10 10:37 AM
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#143, "I really like this idea and want to expand on it."
In response to Reply #98


          

Maybe you could buy a "newspaper" for 10 copper or so from the crier that has a list of the 25 most recent cries.

Maybe not a "who killed who" because that seems too much like an extended tribunal power or something related to that, but it could be strictly based on cabal specifics.

The newspaper could also hold a list of up and coming events, sort of like if you were to type NOTE and read all about role contests, herald events, etc. I dont know how "simple" that is, but it might be fun.

  

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ZulghinlourTue 06-Jul-10 08:35 PM
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#144, "More effort than I want to put in"
In response to Reply #98


          

My creativity is sapped and half of that stuff just seems power-gamey.

So long, and thanks for all the fish!

  

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sleepyTue 06-Jul-10 08:40 PM
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#145, "You know this is a bad idea..."
In response to Reply #98


          

When only Batman and Stevers approve.

  

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Batman (inactive user)Wed 07-Jul-10 07:48 AM
Charter member
posts
#146, "This is why I try to avoid posting in anything he does...."
In response to Reply #155


          

it dies.


He's like poison.

  

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SteversWed 07-Jul-10 08:56 AM
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#147, "At least on Dios."
In response to Reply #182


          

I try to be somewhat constructive on here.






try

  

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MekantosSun 04-Jul-10 09:54 PM
Member since 06th Dec 2003
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#135, "You were born on..."
In response to Reply #0


          

When you create a character it would be cool to see a line showing "You were born on such-and-such of the month of such-and-such, in the year such-and-such."

Some roles I've written deal heavily with time/fate or just the importance of dates in general, and knowing when you're born helps.

  

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sleepySun 04-Jul-10 10:29 PM
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#136, "Not really possible"
In response to Reply #97


          

Yes, you can write when the char was created, but remember that all the chars are older than age 0. So in reality, you won't have the exact date...

  

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SplntrdSun 04-Jul-10 10:38 PM
Member since 08th Feb 2004
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#137, "That's simple."
In response to Reply #99


          

Just have the day the character was rolled be that character's birthday. You could even subtract 16 (or whatever) from the current year and get his birth year.

The problem with this being that it isn't consistent with the fact that, when your character is created, he sort of starts entering and exiting the timeline at will and aging independently of it.

Splntrd

  

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DurNominatorMon 05-Jul-10 02:06 AM
Member since 08th Nov 2004
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#138, "What if I want to choose birthday myself?"
In response to Reply #97


          

And not take the random date when my character is created. It can be written in the role. Something like born in midwinter or stuff like that.

  

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MekantosMon 05-Jul-10 11:38 AM
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#139, "That would be ideal. But..."
In response to Reply #107


          

It would also give rise to new cliches. How many Scions do you think are going to be born in the Month of the Great Darkness (or whatever it is)?

Still, worth allowing for those who want to nitpick.

  

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ZulghinlourTue 06-Jul-10 08:34 PM
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#140, "No"
In response to Reply #97


          

>When you create a character it would be cool to see a line
>showing "You were born on such-and-such of the month of
>such-and-such, in the year such-and-such."

It's not really easy to figure out what your "birthday" is, only when you rolled up the character.

>Some roles I've written deal heavily with time/fate or just
>the importance of dates in general, and knowing when you're
>born helps.

And when you write up a role that deals with some random date you really wanted, but didn't end up getting what do you do.

So long, and thanks for all the fish!

  

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StraklawSun 04-Jul-10 08:02 PM
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#122, "Change the HTS Quest."
In response to Reply #0


          

It never really made sense to me why they'd allow anyone under the sun to become a member of the High Tower of Sorcery, including Jim the BattleRager if he wanted.

I mean, I realize the guy's drunk, but would it maybe make a little more sense/unique for only conjurers, necromancers, invokers, transmuters, shapeshifters, and MAYBE APs to be allowed to join?

  

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MekantosSun 04-Jul-10 09:39 PM
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#123, "Bad idea -nt-"
In response to Reply #94


          

asf

  

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CharlieWafflesMon 05-Jul-10 01:43 AM
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#124, "The area writer's original intent"
In response to Reply #96


          

Was that there be certain benefits to the tower that only mages got.

  

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MekantosMon 05-Jul-10 11:35 AM
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#125, "And you know this, how...?"
In response to Reply #106
Edited on Mon 05-Jul-10 11:36 AM

          

You realize how simple it would have been to limit the quest to mage classes, right? If that was the intent I am sure it would have been done.

As it stands, if you take away melee character's ability to go there, it becomes a safe haven for mages at low to mid levels, and an easy spot for them to lose a tail in the high levels. Plus you have to go through the tower to get to Arboria, so you're basically making both areas into a mage retreat. Just accept that the npc giving the quest is a drunk mofo and doesn't care if you're a warrior or invoker.


Edited to add:

Why do people really think it's necessary to take a crap on something like this? It would just annoy 99% of the playerbase.

  

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DaevrynMon 05-Jul-10 12:03 PM
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#126, "RE: And you know this, how...?"
In response to Reply #109


          

>You realize how simple it would have been to limit the quest
>to mage classes, right? If that was the intent I am sure it
>would have been done.

Well.... I'm not 100% sure whether that's a choice the area writer made or something that got lost in the prog request translation.

>As it stands, if you take away melee character's ability to go
>there, it becomes a safe haven for mages at low to mid levels,

Without giving everything away, that wouldn't be the case, and I'm genuinely shocked that you (being a fairly veteran player) don't know another way to circumvent the problems you're thinking of.

(I know it because someone took one of my characters for a newbie and explained it to me in very small words a few months after the area went live, FWIW.)

  

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MekantosMon 05-Jul-10 01:19 PM
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#127, "I'm well aware of the other method."
In response to Reply #111


          

Still, given that this method exists and it's so easy, why not just leave the quest as-is?

  

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incognitoMon 05-Jul-10 05:14 PM
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#128, "Because the quest involves magic?"
In response to Reply #113


          

The mage actually uses magic to add you to the roll.

  

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MekantosMon 05-Jul-10 05:16 PM
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#129, "So...."
In response to Reply #118


          

The gripe here is with ragers being able to do the quest? Any rager that does should probably be kicked from the cabal. It's not like it's an involuntary procedure.

  

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CharlieWafflesMon 05-Jul-10 12:53 PM
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#130, "RE: And you know this, how...?"
In response to Reply #109


          

Because Kasty posted so. I am,well was before you got all douchey about it, agreeing with you, asshole.

  

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MekantosMon 05-Jul-10 02:50 PM
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#131, "Sensitive much? -nt-"
In response to Reply #112


          

asf

  

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ProMon 05-Jul-10 05:10 PM
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#132, "I'm that 1 percent it wouldn't."
In response to Reply #109


          

I've only been there 2 times ever.

  

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MekantosMon 05-Jul-10 05:17 PM
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#133, ":\ -nt-"
In response to Reply #116


          

asf

  

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ZulghinlourTue 06-Jul-10 08:32 PM
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#134, "No (n/t)"
In response to Reply #94


          

n/t

So long, and thanks for all the fish!

  

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IsildurSun 04-Jul-10 04:39 PM
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#118, "more pbf stuff, but different from calion's"
In response to Reply #0


          

1. Update bard PBFs to have a "Class Specifics" section that shows preferred repertoire.

2. Update the "Class Specifics" code for paladin PBFs to properly display the new dedications. Currently these show up as "None".

3. Update ranger PBFs to have a "Class Specifics" section that shows home terrain and specialization.

Now some that are less straightforward (though not "too" out there):

4. In the "Edges" section of PBFs, separate the list into "Edges" and "Flaws". If you get inspired, separate the edges into "race-based", "class-based" and "other".

5. In the "PK Stats" section, show "# Solo PK Wins" and "# Solo PK Losses".

  

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ZulghinlourSun 04-Jul-10 05:52 PM
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#119, "Santa Zulg abides (n/t)"
In response to Reply #91


          

n/t

So long, and thanks for all the fish!

  

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TsunamiSun 04-Jul-10 11:46 PM
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#120, "Even more PBF stuff"
In response to Reply #92


          

1. Arena wins/losses
2. Most gold in bank(Unless I'm the only one that thinks it would be cool to have the richest character ever)

  

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ZulghinlourSat 10-Jul-10 05:38 PM
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#121, "Santa Zulg partially abides"
In response to Reply #105


          

>1. Arena wins/losses

Done.

>2. Most gold in bank(Unless I'm the only one that thinks it
>would be cool to have the richest character ever)

Pass.

So long, and thanks for all the fish!

  

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ProSun 04-Jul-10 04:18 PM
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#116, "Get rid of the timer on sneak?"
In response to Reply #0


          

Seems like it's an unnesseary feature.

  

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ZulghinlourSat 10-Jul-10 03:37 PM
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#117, "No (n/t)"
In response to Reply #90


          

n/t

So long, and thanks for all the fish!

  

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HomardSun 04-Jul-10 03:31 PM
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#109, "How Long Have I Been Logged On?"
In response to Reply #0


          

I'd like a command that lets me know how long my session has been.

Thats it.

Thanks.

  

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ZulghinlourSun 04-Jul-10 06:08 PM
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#110, "Santa Zulg abides"
In response to Reply #89


          

Added to the time command.

It is 3 o'clock AM, Day of the Moon
21st of the Month of the Ancient Darkness.
The year is 1662.
It is currently nighttime.
The moon is currently waxing.

The Carrion Fields started up at Sun Jul 4 18:04:11 2010 (CST)
The system time is Sun Jul 4 18:07:41 2010 (CST)
You have been logged in for 2 minutes.

So long, and thanks for all the fish!

  

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sorlag (inactive user)Sun 04-Jul-10 08:30 PM
Charter member
posts
#111, "My Request"
In response to Reply #93


          

It is 3 o'clock AM, Day of the Moon
21st of the Month of the Ancient Darkness.
The year is 1662.
It is currently nighttime.
The moon is currently waxing.

The Carrion Fields started up at Sun Jul 4 18:04:11 2010 (CST)
The system time is Sun Jul 4 18:07:41 2010 (CST)
You have been logged in for 2 minutes.

Apparently there is a year in CF, and you Imms can see it. Any reason us mere mortals can't have that to incorporate into our lives? As things stand, documenting stuff in CF history/lore is pretty tough. Having a year seems like it would help.

  

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JavaSun 04-Jul-10 10:38 PM
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#112, "I think time in CF should be mostly ignored.."
In response to Reply #95


          

For instance, an Elf and Arial are hanging out with each other for a few hours.

The Elf might age a dozen or more years, when the Arial only does one. Despite the fact that they're staring at each other the whole time.

If you start incorporating years into everything, those years would pass by either more quickly or more slowly than the years of individual character's lives.. which would just highlight the confusing time of CF.

  

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sorlag (inactive user)Sun 04-Jul-10 10:45 PM
Charter member
posts
#113, "RE: I think time in CF should be mostly ignored.."
In response to Reply #100


          

True, time and age in CF are wonky. I've never thought it actually made sense. However, since they have a year under the hood, I don't see why we can't either A) see it, or B) have time/age refactored make a little more sense.

Time will never "make sense" in CF because of how ticks and RP works, but still, there's a calendar and, apparently, a year, so lets make the best of it we can.

If nothing else, it gives some perspective on roughly how long ago something happened. Currently, it's basically impossible to create even a very, very rough timeline of major events in CF, which blows, IMHO.

  

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ZulghinlourSun 04-Jul-10 10:47 PM
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#114, "No"
In response to Reply #102


          

>True, time and age in CF are wonky. I've never thought it
>actually made sense. However, since they have a year under the
>hood, I don't see why we can't either A) see it, or B) have
>time/age refactored make a little more sense.

This is exactly why it's "under the hood". It doesn't make sense, and I have no desire trying to refactor time/age.

So long, and thanks for all the fish!

  

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sorlag (inactive user)Sun 04-Jul-10 11:03 PM
Charter member
posts
#115, "Meh"
In response to Reply #103


          

It doesn't make any more/less sense than "modifies save vs spell by -15 for 31 hours", or the fact that the average Theran can only form 1-2 coherent sentences in the span of an hour.

I really can't see a negative to letting players see the year, aside from it being yet another one of the literally dozens of things that are just accepted for what they are because getting all Pro about them ruins the funstick.

You could work on my wizlist dump

  

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ProSun 04-Jul-10 03:19 PM
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#107, "Beastmasters and Animal messenger."
In response to Reply #0


          

Or is it call messenger?

Either way it seems like it's as good a fit for them as animists.

Give it to them?

  

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ZulghinlourSat 10-Jul-10 04:43 PM
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#108, "No (n/t)"
In response to Reply #86


          

n/t

So long, and thanks for all the fish!

  

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MarinSun 04-Jul-10 02:58 PM
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#105, "ABS idea."
In response to Reply #0


          

have a/b/s as spells at 100%. The percentage isn't anything more than a fully charged spell. You can selectively call a percentage of protection at free will for each spell. Doing so then removes that portion and it slowly recharges in time.

So I could call half of each protection which would basically give me half of a/b/s. It'd fall in usual time, can't restack until each spell respectively falls, but once it does you can call a smaller percentage (since you'd still have 50% left) or the entire remaining percentage. The spells recharge at different rates (e.g. ticks).

Ragers deathblow could be toned down but give one of the branches an ability to hinder the recharge for 24 ticks or so or to crumble some of the spells. The veil also influences the recharge rate. So does things like being slowed, sleeping, or in your guild or cabal (a cabal item's powers might interfere with the accessibility of magic or something).

Remove most other a/b/s sources but potions and some staves/scrolls, leave a few rods and staves/scrolls though that crumble upon logging off to prevent hording (and some that don't).

  

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ZulghinlourSun 04-Jul-10 03:07 PM
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#106, "No (n/t)"
In response to Reply #82


          

n/t

So long, and thanks for all the fish!

  

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CalionSun 04-Jul-10 02:42 PM
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#102, "Additional PBF stats"
In response to Reply #0


          

A couple of pretty straightforward stats that would give a little more insight into a character's PK environment/potential:

1) Average number of players in the character's PK range.

Just a simple counter, which gets added by the # of people in PK (everyone, whether the character actually sees them or not), say, every minute, and then you get the average by dividing that number by minutes played (if necessary in practice I think it would be sufficient to update the counter only every 5 or 10 minutes for reasonable accuracy). Also to keep the calculation as simple as possible, you could ignore ghost times and the time spent at levels 1-10, and just start it on character creation (for most characters the error would be negligible).

2) Number of times the character attacked someone.

Another simple counter, which gets increased every time the character uses an offensive ability on someone that either a) starts combat between them, b) would start combat if the target were not already tanking someone else (a few abilities like this I think), or c) renders the target unconscious (sleep, bj, etc.). I.e. the spelling up a slept victim-part does not inflate the counter.

This stat could be shown as a flat number, and/or attacked # of times/hour (again disregarding levels 1-10 for simplicity).

3) Number of times the character was attacked by someone.

Same as number 2), except for the character being the target of an attack.

  

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ZulghinlourSun 04-Jul-10 03:11 PM
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#103, "No"
In response to Reply #81


          

>A couple of pretty straightforward stats that would give a
>little more insight into a character's PK environment/potential:
>
>1) Average number of players in the character's PK range.

What does this really tell you? Seems overly heavy handed and unnecessary and really isn't going to tell you much of anything. I could have 8.3 characters in my PK range and they are all allies or 4.6 and they are all enemies and you won't know the difference. And you can make it much more complicated if you try to actually figure out who is an ally or enemy.

>2) Number of times the character attacked someone.
>3) Number of times the character was attacked by someone.

This is a pretty useless number in my opinion, especially given the fact anyone can flee.

So long, and thanks for all the fish!

  

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CalionMon 05-Jul-10 04:07 AM
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#104, "RE: No"
In response to Reply #84


          

>>A couple of pretty straightforward stats that would give a
>>little more insight into a character's PK
>environment/potential:
>>
>>1) Average number of players in the character's PK range.
>
>What does this really tell you? Seems overly heavy handed and
>unnecessary and really isn't going to tell you much of
>anything. I could have 8.3 characters in my PK range and they
>are all allies or 4.6 and they are all enemies and you won't
>know the difference. And you can make it much more
>complicated if you try to actually figure out who is an ally
>or enemy.

I was mostly thinking about RL play times, as for someone who plays mostly in the early morning hours this would be a much lower number than for those playing "prime time", hence resulting in less PK action. True, it doesn't distinguish between allies or enemies (since you can't really code that), so the thought was just to give an idea about a character's theoretical PK potential.

>>2) Number of times the character attacked someone.
>>3) Number of times the character was attacked by someone.
>
>This is a pretty useless number in my opinion, especially
>given the fact anyone can flee.

Well, here the idea was to convey a statistic about the PK aggressiveness and the general amount of PK action a character saw in his/her lifetime. A PK encounter often consists of fleeing and re-engaging a few times, but the idea wasn't to count the exact number of "PK encounters", but rather give a measure of the general PK activity.

  

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ZulghinlourSun 04-Jul-10 02:06 PM
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#101, "Stepping out of Camo + Hide"
In response to Reply #0


          

Added 'You step out of the shadows.' and 'You step out from your
cover.' to be highlighted via 'color affects'

So long, and thanks for all the fish!

  

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ORBSun 04-Jul-10 12:24 PM
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#96, "RE: Christmas in July"
In response to Reply #0


          

Some simple ones I think.

1. Dent - Denting somones armor lowers their dex by -5 or so until they can remove and rewear the piece since it's now shaped differently. It can only be removed and reworn when they aren't affected by adrenaline. The affects don't stack this way it doesn't encourage people to spam dent.

2. Familiars - Allow people to name their familiars since it's a life long companion that share their soul. The default name still works to target, etc.

3. PC Corpses - Ghosts shouldn't be allowed to ruin pc corpses in any way. Ie. a necromancer embalms his corpse so a villager can't make a trophy of it, etc.

4. Divine Attunement - Allows empowerment characters to sense how pleased or displeased their gods are with them which lets them know if they are approaching the religion correctly. So like statuses might be:

Unnoticed - You have not caught the attention of your diety (Default status when an Imm has not watched or talked to the character at all, would be good for players to help them realize their times aren't meshing with their diety)
Preacher - You have gained the attention of your Imm, but must do more to sprear his word and show your understanding.
Avatar - You are the epitome of your lords religion and his mortal hand in Thera.
Heretic - You have lost your path and your Imm is displeased it will take much to regain favor with them.

Anyway you could come up with dozens that would let players know how they are doing and basically set by their Imm. Also you could allow them to get a message when that happens so that players know they just did something to make their Imm happy or pissed. And maybe even tie empowerment levels to it, with some kind of bonus for Avatars above and beyond or horribleness for Heretics. It's something that could start off super simple and develop into something cool I think or just stay simple.



Anyway thanks for doing this you rock!

That which does not kill us,
makes us stronger.

  

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MekantosSun 04-Jul-10 12:37 PM
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#97, "I like this bit..."
In response to Reply #77


          

Unnoticed - You have not caught the attention of your diety (Default status when an Imm has not watched or talked to the character at all, would be good for players to help them realize their times aren't meshing with their diety)
Preacher - You have gained the attention of your Imm, but must do more to sprear his word and show your understanding.
Avatar - You are the epitome of your lords religion and his mortal hand in Thera.
Heretic - You have lost your path and your Imm is displeased it will take much to regain favor with them.



These various tiers could also be required for certain existing edges, or new, more powerful ones.

  

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ORBTue 06-Jul-10 05:32 PM
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#98, "SInce I don't see a no from you Zulgh, does this mean a..."
In response to Reply #77


          

Curious Orbs want to know.

That which does not kill us,
makes us stronger.

  

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ZulghinlourSat 10-Jul-10 07:48 PM
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#99, "RE: Christmas in July"
In response to Reply #77


          

>1. Dent - Denting somones armor lowers their dex by -5 or so
>until they can remove and rewear the piece since it's now
>shaped differently. It can only be removed and reworn when
>they aren't affected by adrenaline. The affects don't stack
>this way it doesn't encourage people to spam dent.

Not a huge fan honestly. I really don't think people want to see more reasons to use dent.

>2. Familiars - Allow people to name their familiars since it's
>a life long companion that share their soul. The default name
>still works to target, etc.

You can call your familiar whatever you want. I assume you want a word that you can use to target it, and I'm not really a fan of seeing people with familiars named 'SuckMyBallz'. I'll continue to refer to warcry as a skill that I never should have allowed for customization because for the 5% that do a good job with it, the other 95% make me want to cry.

>3. PC Corpses - Ghosts shouldn't be allowed to ruin pc corpses
>in any way. Ie. a necromancer embalms his corpse so a villager
>can't make a trophy of it, etc.

I think this is reasonable for some stuff, but not others. I'll dig through the specifics and see what I come up with.

>4. Divine Attunement - Allows empowerment characters to sense
>how pleased or displeased their gods are with them which lets
>them know if they are approaching the religion correctly. So
>like statuses might be:

No, no, no, no, no, no. Again, using warcry as a prime example...the moment players see a message (especially a bad one) they want to bitch and moan, defend their actions, and demand attention. If you want interaction, pray to your deity. If you want confirmation that you're doing the right thing, talk with your diety or other followers.

So long, and thanks for all the fish!

  

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ZulghinlourSun 11-Jul-10 12:27 AM
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#100, "Added the ghosts can't corpse stuff (n/t)"
In response to Reply #260


          

n/t

So long, and thanks for all the fish!

  

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ProSun 04-Jul-10 10:23 AM
Member since 14th Apr 2010
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#93, "Allow gnome rangers to chose"
In response to Reply #0


          

Forest as a home terrain. Popular RL myth and fantasy culture supports this as does the presence of our own Dranetti.

Beastmaster as a Expertise for mostly the same reason. AD@D gnomes have the ability to speak with animals and tend to befriend burrowing animals. Furthermore, gnomes in popular literature have affinity with animals.

I don't see Gnome Forester BeastMasters being over powered but I can imagine some intresting roles.

  

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JavaSun 04-Jul-10 10:29 AM
Member since 07th Apr 2003
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#94, "I'm not necessarily disagreeing with this.."
In response to Reply #68


          

But it seems like you want CF races to behave exactly as they do in other literature/games/mythologies.

But that isn't the case, at all. CF is a different world, by design. There are some similarities with other fantasy universes, there are also tons of differences.

As far as Gnomes as rangers. Don't use outside references to support the idea. Do CF's version of gnomes have that same wilderness affinity? That's what you should be arguing.



Oh, and we both know you're going to act like you didn't read this. And it doesn't matter, no one cares about you announcing that game to the world. Just some serious advice.. try to take it to heart.

  

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ZulghinlourSat 10-Jul-10 04:44 PM
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#95, "No (n/t)"
In response to Reply #68


          

n/t

So long, and thanks for all the fish!

  

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Brian SSun 04-Jul-10 09:26 AM
Member since 04th Mar 2003
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#91, "RE: Christmas in July"
In response to Reply #0


          

Make it so that everyone in a cabal can see who has pledged and who has not. Either allow a "Pledge" flag on the who or allow them to do a who "Pledged". You can remove any extra info in it, just to show the people who has pledged. And none of the "Pledged has entered the realm language".

Basically, just looking for a way that a non-leader can see who the pledges are, so they can pick them out if they want to take the time to talk to them/interview them, or if a member see's the "pledge" doing something that they feel is against the nature of the cabal and can inform others of this.

  

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ZulghinlourSun 04-Jul-10 03:14 PM
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#92, "I still don't like this..."
In response to Reply #66


          

>Basically, just looking for a way that a non-leader can see
>who the pledges are, so they can pick them out if they want to
>take the time to talk to them/interview them, or if a member
>see's the "pledge" doing something that they feel is against
>the nature of the cabal and can inform others of this.

I'm against adding tools that enable: sponsors, interviews by people who are not the leader, monitoring potential pledges, making the induction process longer.

If leaders want to do that, fine. I'm not making it easy to push that responsibility onto the rest of your cabal without taking away all your bonuses for being the leader.

God forbid that a pledge actually roleplay, learn who is in the cabal, and reach out to talk to them, show up and actually participate in the cabal wars, etc.

So long, and thanks for all the fish!

  

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ZenSun 04-Jul-10 09:11 AM
Member since 26th Sep 2007
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#89, " Evasion/deflection of skills you can't even use"
In response to Reply #0


          

Scenario.

I'm a warrior. Dagger/sword. I'm wielding swords and about to fight a komodo dragon.

I get confused, think I have a dagger in my hand, and type hamstring komodo.

I get lagged 2 rounds, get the "Your hamstring bounces off a komod's scaly hide", even though there was no possible way for me to even hamstring not wielding a dagger.


I've had the same thing happen numerous times, with people evading instead of deflecting the skills, and I've even had it happen when I tried to use a skill my character doesn't even HAVE, just because I am so used to playing dagger specs and automatically type certain commands. Ie trying to use skill that the class you are playing doesn't have, but you still get the lag as though you tried to do it to the person who evaded/deflected


So this may be more of a bug, but it's certainly annoying, and I'd be very appreciative if we could fix it!


Happy fourth of july!

Zen

  

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ZulghinlourSun 04-Jul-10 11:17 AM
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#90, "Unfortunately No."
In response to Reply #65


          

It's been asked many times before...It basically takes a complete re-write of how combat works to prevent these things. Not small by any means

So long, and thanks for all the fish!

  

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QuixoticSun 04-Jul-10 06:31 AM
Member since 09th Feb 2006
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#86, "EQ [stat]"
In response to Reply #0


          

This is probably more work that a Half-Christmas Zhulg merits, but it would be really convenient to be able to determine how much strength gear you are wearing with a single command.

Something like EQ Strength would show

(218/419 hp 401/600 mana 300/800 mv): eq str

+Ring of Strength
+an Iron tusk Mask
+a belt of made of bronze
-a charms bracelet
=4 str

  

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Batman (inactive user)Sun 04-Jul-10 08:10 AM
Charter member
posts
#87, "This is why you have lore/identify/whatever. NT"
In response to Reply #56


          

sounds silly to me.

  

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ZulghinlourSun 04-Jul-10 11:21 AM
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#88, "No"
In response to Reply #56


          

>This is probably more work that a Half-Christmas Zhulg
>merits, but it would be really convenient to be able to
>determine how much strength gear you are wearing with a single
>command.

I agree it would be really convenient...too much so.

>Something like EQ Strength would show
>
> 218/419 hp 401/600 mana 300/800 mv): eq str
>
>+Ring of Strength
>+an Iron tusk Mask
>+a belt of made of bronze
>-a charms bracelet
>=4 str

But how do you even know this? Every class has some way to find out stats (identify/lore), but one of those isn't guaranteed to work 100% of the time. The level 1 guy can now work around not having lore/identify by just iterating through all the stats and get some idea of what the item does.

So long, and thanks for all the fish!

  

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ibukiSun 04-Jul-10 03:17 AM
Member since 30th Oct 2005
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#83, "Make high affinity interesting."
In response to Reply #0


          

What I'd like to see most here is a spellcraft bonus for high affinty spells. Affinty already affects mana cost right now too, but only by a tiny ammount. It seems like 1 or 2 mana for each point of affinty over 5. If this were more significant, that would be neat as well.

Basically, right now you just take as many paths as you can stand to practice. I think it's more interesting if the choice isn't so obvious.

  

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DaevrynSun 04-Jul-10 08:57 AM
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#84, "IMHO, edges do this pretty well"
In response to Reply #51


          

A default affinity invoker is missing out on a lot of the coolest edges for the class.

We'll almost certainly do something with affinity the next time we touch invokers, but it doesn't seem like a big priority.

  

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ZulghinlourSun 04-Jul-10 11:25 AM
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#85, "Too big for now"
In response to Reply #51


          

>What I'd like to see most here is a spellcraft bonus for high
>affinty spells. Affinty already affects mana cost right now
>too, but only by a tiny ammount. It seems like 1 or 2 mana for
>each point of affinty over 5. If this were more significant,
>that would be neat as well.
>
>Basically, right now you just take as many paths as you can
>stand to practice. I think it's more interesting if the choice
>isn't so obvious.

I've had a few ideas on what to do with invokers based on affinity, and it pretty much comes down to a minor-revamp of the class which is far more than I've got time for now.

So long, and thanks for all the fish!

  

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incognitoSun 04-Jul-10 02:52 AM
Member since 04th Mar 2003
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#78, "Limit abs use"
In response to Reply #0


          

Add skills for aura, barrier, and shield.

Start them at 100%.

Have them move downwards instead of upwards when an "improvement" is triggered (and more rapidly than most skills).

The idea being to cause magi to use them at least somewhat sparingly (i.e. for the fights where they are needed) rather than all the time, which creates one-sided fights.

In order to prevent long lived characters being handicapped, boost the skills a little when a character moves into a new age band, or allow an edge akin to EXTRA TRAINING to boost the skill.

  

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ArtificialSun 04-Jul-10 03:43 AM
Member since 22nd Apr 2008
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#79, "You must play ragers. nt"
In response to Reply #45


          

nt

  

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DaevrynSun 04-Jul-10 08:57 AM
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#80, "He really doesn't . (n/t)"
In response to Reply #52


          

.

  

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SplntrdSun 04-Jul-10 12:20 PM
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#81, "RE: Limit abs use"
In response to Reply #45


          

I don't hate this idea.

For long-lived characters, you could just keep some ABS wands in the game with the system much like it is now, only you can't find them prior to 2-300 hours. You have to be OLD to know how to find these mystic artifacts.

Splntrd

  

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ZulghinlourSat 10-Jul-10 04:45 PM
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#82, "No (n/t)"
In response to Reply #45


          

n/t

So long, and thanks for all the fish!

  

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_Magus_Sun 04-Jul-10 02:37 AM
Member since 05th Dec 2006
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#74, "Pledge"
In response to Reply #0


          

Make it so that characters who are inactive for three days lose their pledge status, so that their don't show up on the cabalwars list.

Make it so that characters have to pledge once a week to maintain their pledge status.

If you fall into one of these two categories and need to pledge again, the only cabal you can pledge to is the original cabal you pledged.

The idea is to have realistic numbers representing the cabalwars list. I have a hard time believing the numbers currently shown are active and/or a true representation of actual gameplay.

The numbers shown have deterred me from wanting to apply to two of the cabals. I'm beginning to think a lot of throwaway characters represent the numbers shown though.

  

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ZulghinlourSun 04-Jul-10 02:44 AM
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#75, "No"
In response to Reply #43


          

>Make it so that characters who are inactive for three days
>lose their pledge status, so that their don't show up on the
>cabalwars list.
>Make it so that characters have to pledge once a week to
>maintain their pledge status.

So you want people to play at least every three days if they are a pledge. That's not a requirement I have for any players.

>The idea is to have realistic numbers representing the
>cabalwars list. I have a hard time believing the numbers
>currently shown are active and/or a true representation of
>actual gameplay.

They are realistic numbers. There are exactly that many characters pledging to a cabal. Will they all actually get into the cabal? Probably not. Since we don't force people to play one character at a time, it may not be a true representation of the number of players, but it is the number of characters.

>The numbers shown have deterred me from wanting to apply to
>two of the cabals. I'm beginning to think a lot of throwaway
>characters represent the numbers shown though.

I don't know why the numbers of pledges would stop you from wanting to apply. If you have a character idea and/or a role, go for it. Those numbers shouldn't stop you.

So long, and thanks for all the fish!

  

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ValkenarSun 04-Jul-10 06:30 AM
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#76, "In fairness"
In response to Reply #44


          

>I don't know why the numbers of pledges would stop you from
>wanting to apply. If you have a character idea and/or a role,
>go for it. Those numbers shouldn't stop you.

Who wants to play a character that hates magic when the village is full?

  

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SplntrdSun 04-Jul-10 08:11 AM
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#77, "RE: In fairness"
In response to Reply #55


          

What does that have to do with pledge counts?

Splntrd

  

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HuttoSun 04-Jul-10 12:16 AM
Member since 04th Mar 2003
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#69, "RE: Christmas in July"
In response to Reply #0


          

1. Gain Convert Gain Revert...Get rid of train points. Instead, give people 10 additional practices every 5 levels instead of the train point. "train con" (or "practice con") now requires 10 practices instead of 1 train. Easy, intuitive fix.



2. Instead of crumbling newbie gear immediately upon dropping, have it crumble only after remaining untouched on the ground for long enough for a confused newbie to sort through his overflowing inventory of soft leather. Especially haversacks, which would be great to refer to as "sack" instead of "leather" so when I'm doing "drop leather" I don't lose my sack.



3. At the very least, allow the bears from bear kinship to accept boats given to them.



Hutto, the Sleepy Nitpicker


'Sorry, I'm not 72323slhlst. Or however you say Elite'
-Vynmylak

  

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ZulghinlourSun 04-Jul-10 12:18 AM
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#70, "Santa Zulg partially abides"
In response to Reply #35


          

>1. Gain Convert Gain Revert...Get rid of train points.
>Instead, give people 10 additional practices every 5 levels
>instead of the train point. "train con" (or "practice con")
>now requires 10 practices instead of 1 train. Easy, intuitive
>fix.

I left this alone for now.

>2. Instead of crumbling newbie gear immediately upon dropping,
>have it crumble only after remaining untouched on the ground
>for long enough for a confused newbie to sort through his
>overflowing inventory of soft leather. Especially haversacks,
>which would be great to refer to as "sack" instead of
>"leather" so when I'm doing "drop leather" I don't lose my
>sack.

I made haversacks not drop/destroy a while ago. I've removed leather from the keywords and added the word sack. I think having all the rest of the leather gear drop/destroy is fine. It's not like it's very hard to get another.

>3. At the very least, allow the bears from bear kinship to
>accept boats given to them.

All charmies should now accept a boat even if they can't carry anything else.
>
>
>
>Hutto, the Sleepy Nitpicker
>
>
>

'Sorry, I'm not 72323slhlst.
>Or however you say Elite'
>-Vynmylak

So long, and thanks for all the fish!

  

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StraklawSun 04-Jul-10 03:52 AM
Member since 10th Mar 2003
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#71, "RE: Santa Zulg partially abides"
In response to Reply #36


          

>>2. Instead of crumbling newbie gear immediately upon
>dropping,
>>have it crumble only after remaining untouched on the ground
>>for long enough for a confused newbie to sort through his
>>overflowing inventory of soft leather. Especially
>haversacks,
>>which would be great to refer to as "sack" instead of
>>"leather" so when I'm doing "drop leather" I don't lose my
>>sack.
>
>I made haversacks not drop/destroy a while ago. I've removed
>leather from the keywords and added the word sack. I think
>having all the rest of the leather gear drop/destroy is fine.
>It's not like it's very hard to get another.

I hate to tell you, but for whatever reason, that's not working.

Log from literally 2 minutes ago:

civilized <100%hp 100%m 29%mv 650tnl (79.69%)> rem haversack
You stop using a shoddy haversack.

civilized <100%hp 100%m 29%mv 650tnl (79.69%)> drop haversack
You drop a shoddy haversack.
A shoddy haversack disintegrates as it hits the floor.

  

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ZulghinlourSun 04-Jul-10 11:15 AM
Member since 04th Mar 2003
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#72, "FNCR (n/t)"
In response to Reply #54


          

n/t

So long, and thanks for all the fish!

  

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HuttoSun 04-Jul-10 09:59 AM
Member since 04th Mar 2003
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#73, "Yaaaay Santa Zulg! Thanks mate! nt"
In response to Reply #36


          


Hutto, the Sleepy Nitpicker


'Sorry, I'm not 72323slhlst. Or however you say Elite'
-Vynmylak

  

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SwordsosaurusSat 03-Jul-10 11:16 PM
Member since 16th May 2010
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#64, "Let wood elves see hidden people in wilderness"
In response to Reply #0


          

Not sure why a thief or an assassin would be able to sneak up on them out there if a ranger couldn't.

  

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ZulghinlourSun 04-Jul-10 12:20 AM
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#65, "No (n/t)"
In response to Reply #32


          

n/t

So long, and thanks for all the fish!

  

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ProSun 04-Jul-10 03:03 AM
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#66, "Give Wood elves sneak in the wilds."
In response to Reply #37


          

And don't make them have to practice acute vision. Just auto upgrade for rangers.

  

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DaevrynSun 04-Jul-10 08:54 AM
Member since 13th Feb 2007
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#67, "RE: Give Wood elves sneak in the wilds."
In response to Reply #47
Edited on Sun 04-Jul-10 08:55 AM

          

I don't like this, but you might be able to sell me on 100 acute for free for wood-elf rangers.

Edit: And to clarify, one of the reasons I don't like it is that the wood-elf special ability does at least one thing that acute vision doesn't, that is, acute is generally preferable but not strictly superior.

  

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ProSun 04-Jul-10 10:30 AM
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#68, "what about an edge for QM?"
In response to Reply #62


          

That gives silent move in wilds but normal in cities.

Then tier it up to get another that gives QM in civilized.

And I've never seen anything in Welf Acute that does anything more that Ranger Acute. Care to share?

  

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JavaSat 03-Jul-10 10:20 PM
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#56, "Illusionary/Detect Artifact"
In response to Reply #0


          

Make it so Illusionary preps do NOT trigger Detect Artifact.

  

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TorakSat 03-Jul-10 10:21 PM
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#57, "Uh why?"
In response to Reply #18


          

You realize how hard that'd make it for the newbies?

  

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JavaSat 03-Jul-10 10:23 PM
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#58, "Yeah, I guess.."
In response to Reply #19


          

I just found it frustrating. Especially on high-lvl mobs. When you spend a lot of time killing them, only to realize that it was for nothing.

I guess it does make it easier to compile a list of locations, though.

  

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ZulghinlourSat 03-Jul-10 11:37 PM
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#59, "No"
In response to Reply #18


          

I'm inclined to go with the, help everyone find them angle, than the I fought this guy and found an illusion.

So long, and thanks for all the fish!

  

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StraklawSun 04-Jul-10 03:45 AM
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#60, "RE: No"
In response to Reply #34


          

>I'm inclined to go with the, help everyone find them angle,
>than the I fought this guy and found an illusion.

I don't know how hard it would be, but going with the "help everyone find them angle", would it be possible to make it so that detect artifact and illusionary items interact?

I'm pretty certain if a mob's wearing an illusionary item when it dies, you see "the magic of suchandsuch's illusionary item breaks".

Could it be possible so that if you're detecting artifacts when you kill something, you see both the worn items, and maybe sense the shattering of the magical item?

  

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ZulghinlourSun 04-Jul-10 11:43 AM
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#61, "It already does"
In response to Reply #53


          

>Could it be possible so that if you're detecting artifacts
>when you kill something, you see both the worn items, and
>maybe sense the shattering of the magical item?

You peek at the inventory:
(Illusionary) (Noteworthy) (Glowing) a misty potion

Your defilement <<< ERADICATES >>> an adventuring invoker!
An adventuring invoker is DEAD!!
A clump of an adventuring invoker's hair is ripped from his head.
A misty potion's illusion is broken and fades away.

So long, and thanks for all the fish!

  

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ArtificialSun 04-Jul-10 03:23 PM
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#62, "only an eradicate? shameful zulg.nt"
In response to Reply #75


          

nt

  

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ZulghinlourSun 04-Jul-10 03:28 PM
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#63, "I lost my unholy with the purge damn it (n/t)"
In response to Reply #87


          

n/t

So long, and thanks for all the fish!

  

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JavaSat 03-Jul-10 10:20 PM
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#54, "A couple about Request"
In response to Reply #0


          

1. If someone requests limited gear, after a certain time have Illusionary item take it's place (assuming it's at it's limit). As it is now, it seems like they just sit there indefinitely with nothing.

2. If someone requests an item, then gives it back to the mob, have that mob wield or wear it again.

  

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ZulghinlourSat 03-Jul-10 11:29 PM
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#55, "Santa Zulg partially abides"
In response to Reply #17


          

>1. If someone requests limited gear, after a certain time
>have Illusionary item take it's place (assuming it's at it's
>limit). As it is now, it seems like they just sit there
>indefinitely with nothing.

Done

>2. If someone requests an item, then gives it back to the mob,
>have that mob wield or wear it again.

I'm fine with keeping this the same

So long, and thanks for all the fish!

  

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TorakSat 03-Jul-10 09:42 PM
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#52, "For Zulg July, I want...."
In response to Reply #0
Edited on Sat 03-Jul-10 09:44 PM

          

1. Make burst trap hit an entire group, not just the leader who walks in. Remove the chance for traps to hit the trapper (not a single other class has this defect. Imagine players trying to cast and hitting themselves) - or at the least, make it do minor damage and not the full effect.

2. No more Imperial questions to get into Sects.

3. Let conjurers pick their familiars, no more randomization.

4. Let mundungu orcs share their stuff (might actually see more than one orc around then), and remove war banners taking items from corpses (I understand the idea behind it but it's not "fun"). And get rid of squelch.

5. Make enervating spirits more sexy - seems just so limited with only effecting shielding users. Maybe make it wear on the defensive abilities of anyone? Maybe just divine classes?

6. Make pouches of nourishment sate to remove spam and give a penalty (can't eat partial to leave room for pills).

7. Setup the wiki.

8. Nudge Scarabaeus into making a Goodie way through the Inferno (btw is he accepting emails of scarabaeus@carrionfields.com again?)


A bunch but figured I'd throw them out there - thanks again Zulg for your efforts here. Oh and I'm seconded kicking Pro out for awhile, the spam is really getting obnoxious.

  

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ZulghinlourSun 04-Jul-10 01:47 AM
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#53, "RE: For Zulg July, I want...."
In response to Reply #16


          

>1. Make burst trap hit an entire group, not just the leader
>who walks in. Remove the chance for traps to hit the trapper
> not a single other class has this defect. Imagine players
>trying to cast and hitting themselves) - or at the least, make
>it do minor damage and not the full effect.

It does...I just verified it again...

>2. No more Imperial questions to get into Sects.

No.

>3. Let conjurers pick their familiars, no more randomization.

No.

>4. Let mundungu orcs share their stuff (might actually see
>more than one orc around then), and remove war banners taking
>items from corpses (I understand the idea behind it but it's
>not "fun"). And get rid of squelch.

Meh.

>5. Make enervating spirits more sexy - seems just so limited
>with only effecting shielding users. Maybe make it wear on the
>defensive abilities of anyone? Maybe just divine classes?

Daevryn and I were talking a little about this and have a couple ideas.

>6. Make pouches of nourishment sate to remove spam and give a
>penalty (can't eat partial to leave room for pills).

No.

>7. Setup the wiki.

It's in progress.

>8. Nudge Scarabaeus into making a Goodie way through the
>Inferno (btw is he accepting emails of
>scarabaeus@carrionfields.com again?)

I'm not Scarabaeus, so I don't know.

So long, and thanks for all the fish!

  

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QuixoticSat 03-Jul-10 08:58 PM
Member since 09th Feb 2006
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#50, "I heard this on the newbie channel "affect [stat]""
In response to Reply #0


          

This could search through the affects list and find everything that modifies a particular stat.

  

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ZulghinlourSat 03-Jul-10 10:53 PM
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#51, "Santa Zulg abides (n/t)"
In response to Reply #14


          

n/t

So long, and thanks for all the fish!

  

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ArtificialSat 03-Jul-10 08:36 PM
Member since 22nd Apr 2008
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#44, "Siteban Pro. nt"
In response to Reply #0


          

nt

  

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ZulghinlourSat 03-Jul-10 10:33 PM
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#45, "Tempting (n/t)"
In response to Reply #13


          

n/t

So long, and thanks for all the fish!

  

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TMNSSun 04-Jul-10 01:02 AM
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#46, "God damn you. There went my drink."
In response to Reply #28


          

I rofl'd.

  

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TacTue 06-Jul-10 11:55 PM
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#47, "Can I get you to rethink this idea I think it has merit"
In response to Reply #28


          

.

  

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ValguarneraWed 07-Jul-10 06:29 AM
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#48, "Satan Valg abides. (n/t)"
In response to Reply #171


          


valguarnera@carrionfields.com

  

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blackbirdSun 04-Jul-10 01:47 AM
Member since 04th Sep 2009
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#49, "big cosign.~"
In response to Reply #13


  

          

.

  

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ProSat 03-Jul-10 08:29 PM
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#39, "A peer rating system."
In response to Reply #0


          

Evry RL week you can give a thumbs up or down on another character and a selection of things like,

Helpfull, full sacced me, leader, ####wad, etc

  

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sleepySat 03-Jul-10 09:34 PM
Member since 24th Jul 2007
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#40, "This won't work."
In response to Reply #12


          

Since Artificial tends to be dominant in his social groups, he would just get everyone to vote up for him

  

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ProSun 04-Jul-10 03:04 AM
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#41, "*CACKLE* n/t"
In response to Reply #15


          

cndxfh

  

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SplntrdSun 04-Jul-10 08:28 AM
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#42, "In all seriousness..."
In response to Reply #48


          

The sample group (playerbase) is too small to mitigate the effects of peer groups voting their OOC friends up and down.

Splntrd

  

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ZulghinlourSun 04-Jul-10 12:20 AM
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#43, "No (n/t)"
In response to Reply #12


          

n/t

So long, and thanks for all the fish!

  

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Pendragon_SurtrSat 03-Jul-10 08:27 PM
Member since 04th Mar 2003
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#37, "I'll re-request my xmas request."
In response to Reply #0


          

I apologize if you saw this and deemed it not worthy of a reply, but since we lost the server while you were still sifting through the xmas requests, I figured the queued messages might have been lost, so here it is a second time!

Make it so trustgroup and trustcabal are on by default. Newbies should be trusting their group by default so they can be worded or so the newbie warriors don't kill their pocket muters.

  

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ZulghinlourSun 04-Jul-10 01:14 AM
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#38, "Santa Zulg abides"
In response to Reply #11


          

>Make it so trustgroup and trustcabal are on by default.
>Newbies should be trusting their group by default so they can
>be worded or so the newbie warriors don't kill their pocket
>muters.

Done. I also added a message when you join a group that mentions whether or not you are currently trusting your group. I also added 'help trust' to the list of pfiles to peruse at level 11 when you hit PK range.

So long, and thanks for all the fish!

  

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SplntrdSat 03-Jul-10 08:07 PM
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#35, "RE: Christmas in July"
In response to Reply #0


          

Let Herald shapeshifters with the perform artistry use perform in form.

Maybe make it immexp dependent like shifter emotes are.

Splntrd

  

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ZulghinlourSat 03-Jul-10 11:13 PM
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#36, "Santa Zulg abides (n/t)"
In response to Reply #10


          

n/t

So long, and thanks for all the fish!

  

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ProSat 03-Jul-10 08:00 PM
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#33, "Give shifters a 500exp penalty."
In response to Reply #0


          

They are too easy to rank and have too much oomf too soon compared to other classes.

  

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ZulghinlourSat 03-Jul-10 10:32 PM
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#34, "No (n/t)"
In response to Reply #9


          

n/t

So long, and thanks for all the fish!

  

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ProSat 03-Jul-10 07:59 PM
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#31, "Admit Bards are mages and ban them from the village. n/..."
In response to Reply #0


          

xfgnfgn

  

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ZulghinlourSat 03-Jul-10 10:32 PM
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#32, "No (n/t)"
In response to Reply #8


          

n/t

So long, and thanks for all the fish!

  

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ProSat 03-Jul-10 07:59 PM
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#29, "Title all pledges for all cabals. n/t"
In response to Reply #0


          

bfgb

  

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ZulghinlourSat 03-Jul-10 10:32 PM
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#30, "No (n/t)"
In response to Reply #7


          

n/t

So long, and thanks for all the fish!

  

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ProSat 03-Jul-10 07:57 PM
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#26, "Make Boats more like Pets"
In response to Reply #0


          

In that you don't carry them you drag them and they follow you and thus could be destroyed.

One boat in a group would be enough for all.

  

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ZulghinlourSat 03-Jul-10 10:33 PM
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#27, "No (n/t)"
In response to Reply #6


          

n/t

So long, and thanks for all the fish!

  

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Batman (inactive user)Sun 04-Jul-10 08:12 AM
Charter member
posts
#28, "I laughed at this for a good three minutes. NT"
In response to Reply #6


          

COME 'ERE BOATY.

COME 'ERE.

THAT'S A GOOD BOAT.

YES YOU ARE.
YES YOU ARE.

  

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ProSat 03-Jul-10 07:54 PM
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#23, "Let ranger bows prog. n/t"
In response to Reply #0


          

segsg

  

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ZulghinlourSat 03-Jul-10 10:33 PM
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#24, "I assume you mean healing...No (n/t)"
In response to Reply #5


          

n/t

So long, and thanks for all the fish!

  

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ProSun 04-Jul-10 03:00 AM
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#25, "Or the special attacks in their terrain. n/t"
In response to Reply #25


          

cngn

  

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ProSat 03-Jul-10 07:53 PM
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#9, "Change the name of the ranger "Hunter" type to "Archer""
In response to Reply #0


          

That's always bugged me.

  

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ZulghinlourSat 03-Jul-10 10:33 PM
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#10, "No (n/t)"
In response to Reply #4


          

n/t

So long, and thanks for all the fish!

  

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ProSun 04-Jul-10 03:05 AM
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#11, "Why not? It clears up some combersome IC language. n/t"
In response to Reply #26


          

xfbndf

  

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Batman (inactive user)Sun 04-Jul-10 08:16 AM
Charter member
posts
#12, "Because you're annoying."
In response to Reply #49


          

And Hunter makes enough sense. They do more than just use a bow.

They bait, they have cool serpent strikes, they stalk, etc.


The Hunter class does a LOT more than just use bows. Hell, as a hunter, I used other weapons more than I used bows.

  

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ZulghinlourSun 04-Jul-10 02:11 PM
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#13, "Becuase it's only cUmbersome to you"
In response to Reply #49


          

Everyone else accepts that the class is ranger, and one subset of that is a hunter which excels with bows along with other skills.

So long, and thanks for all the fish!

  

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ProMon 05-Jul-10 06:18 PM
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#14, "How very 3rd Grade of you."
In response to Reply #80
Edited on Mon 05-Jul-10 06:22 PM

          

Everybody on the play ground hates you!

What ever man. Everybody aside from me does not meekly accept it because you say so.

It was first discussed when the class came out and it's come up many times over the course of my 3 dozen rangers lives.

As I and some others see it, nearly all rangers are hunters, not all hunters are archers.

Hunter is a general term, Archer is a specific term and expertise seems to me to describe a specific skill set.


You're an ass at times for no particular reason. Especially to me and it's been pointed out here on this board, recently in fact.

  

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TMNSMon 05-Jul-10 06:28 PM
Member since 10th Jun 2009
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#15, "You should really read Dale Carnegie's book."
In response to Reply #121


          

Though at times, it seems you are writing your own.

How to lose friends and Alienate people, by Eric Prothero.

PS Zulg is quite possibly the best IMM on staff. Always shoots you straight, isn't a random douche, works tirelessly for the game even though he has a wife/family/real job. ####ing christ, Pro, just when I think you can't get any more asinine, you post something like this.

PPS I still love ya Big Z.

  

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ProMon 05-Jul-10 09:16 PM
Member since 14th Apr 2010
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#16, "Logically, if you can, point out..."
In response to Reply #122


          

Who waxed inflamatory first?

I doubt you have the intellectual honesty to do that, but I think it's fair to give you the opportunity.

  

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TMNSMon 05-Jul-10 11:49 PM
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#17, "Um, me? Because it wasn't Zulg."
In response to Reply #124


          

You were the first 10? 12? posts on the Santa Zulg in July, and not one (NOT A SINGLE ONE) was backed up by a single player.

So, to be clearer, since I'm sure you're probably on a blackberry while staking out some low-life and your attention span is the equivalent to a 13 yr old boy in the girls locker room, you asked for Hunter's to be named Archer's because it "confused" you.

Zulg says no.

You say it would clear up combersome (dude, learn how to ####ing spell...for someone who complains about ESL you make more mistakes than most foreigners) IC language, yet YOU FAIL TO OFFER ONE EXAMPLE OF THIS.

Zulg then states that you seem to be the only one having this problem.

You then procede to imagine slights where there were none (because, honestly, I've been flamed/dissed by the IMMs, and son, you weren't this time, not even close) and go on a rant about how there's tons of evidence supporting your claim (without offering a single piece of said evidence) and how Zulg hates you and is an ass to you.

I then post saying that you are going about trying to get things done in the worst possible (bitching and complaining without offering anything concrete to persuade Zulg to change something he DOESN'T HAVE TO) and voila, here we are.

PS You still owe me a PBF.

  

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TacMon 05-Jul-10 11:52 PM
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#18, "I find this response..."
In response to Reply #126


          

well reasoned, moderately toned, and completely useless since it is directed at Pro.

Tac

  

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JavaMon 05-Jul-10 11:54 PM
Member since 07th Apr 2003
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#19, "Keep making sense like that.."
In response to Reply #126


          

And pretty soon, Pro will declare to the world (repeatedly) that he doesn't read your posts.

  

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ProTue 06-Jul-10 05:07 PM
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#20, "Exaggerate much?"
In response to Reply #126
Edited on Tue 06-Jul-10 05:12 PM

          

I can't hardly get past all the hyperbole.

I made a suggestion.

Was told no.

I offered an explination that I felt it was cumbersome toward IC language, and was satisfied that I'd made my pitch.

Then came what was basicaly a personal attack against me, which was guaranteed to generate posts from the PDS crew.

Sorry, the facts speak for themselves.

You have a serious problem man, I live rent free in your mind and the minds of others. Why don't you just shut up? Honestly, you will never be able to do anything except flame me.

You and a few others are seriously ####ed up in your head over me dude.

Think about it.

  

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TMNSTue 06-Jul-10 06:29 PM
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#21, "I don't know what #### you are smoking..."
In response to Reply #139


          

...but if this (http://forums.carrionfields.com/dc/dcboard.php?az=show_mesg&forum=6&topic_id=33704&mesg_id=33799&page=) is a considered a personal attack on you, I don't know what to say.

But continue to live in your delusional world, just like when you said you'd give a PBF for any post of yours that was racist and I found one without even looking in 5 minutes, and you refused to honor your word.

So, honestly, don't bother reading my posts. Don't bother responding here. I'm glad you are declaring your own personal 'fatwah' on me. I know I've smoked your characters at every level with every class and your RP isn't even close to as good as you think it is. You're worthless as a poster. Your characters aren't horrible, but your forum persona...well, I'd rather have Stevers. At least he's young and stupid. You don't have that excuse.

  

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SwordsosaurusTue 06-Jul-10 09:36 PM
Member since 16th May 2010
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#22, "That wasn't a personal attack"
In response to Reply #121


          

Pro, don't hate all your ideas, like quite a few of them, but that really sounded like a straight forward answer to me.

  

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ProSat 03-Jul-10 07:51 PM
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#6, "More bows for rangers."
In response to Reply #0


          

There are some mobs that seem like they should have them but don't.

  

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ZulghinlourSat 03-Jul-10 10:35 PM
Member since 04th Mar 2003
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#7, "If you won't make the effort neither will I"
In response to Reply #3


          

>There are some mobs that seem like they should have them but
>don't.

No idea which "some mobs" your talking about, and I'm not going to walk through all 17,000 mobs trying to find them.

So long, and thanks for all the fish!

  

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ProSun 04-Jul-10 03:05 AM
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#8, "If I send you the Mobs will you? n/t"
In response to Reply #29


          

mncfgncg

  

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ProSat 03-Jul-10 07:49 PM
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#4, "Get rid of squelch"
In response to Reply #0


          

And replace it with a sort of "Orc Wanted" flag that makes the G.S. Village hostile.

Give all orcs the ability to demoralize orcs who are to young to be in their PK range.

  

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ZulghinlourSat 10-Jul-10 04:44 PM
Member since 04th Mar 2003
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#5, "No (n/t)"
In response to Reply #2


          

n/t

So long, and thanks for all the fish!

  

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ProSat 03-Jul-10 07:44 PM
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#2, "Mark of the Prey."
In response to Reply #0


          

Give it a timer so that it fades away after say 24 hours.

  

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ZulghinlourSat 03-Jul-10 10:33 PM
Member since 04th Mar 2003
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#3, "No (n/t)"
In response to Reply #1


          

n/t

So long, and thanks for all the fish!

  

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