Message 352 from *ideas (#504): Date: Wed Mar 20 21:26:00 1996 CST From: Stalinger (#657) To: *ideas (#504) Subject: One additional note.. .among all of this, to address the concern of people holding back within RP for fear of some kind of OOC retaliation from a wiz. I assume this is what you think complicates RP, since I haven't heard a real clarification on just _what_ it is. I can see why it might be of some concern, but frankly, I do not think that it is a terribly valid argument. If a wizard is committing OOC acts as a postmark to IC ones, there is a problem with that specific wizard, not the entire group of them. My 'OOC status'is also not the invincible shield of fear you seem to say it is. ICly, my life has been threatened numerous times by various PCs, including Red Fang and Moonheart (that was when Kynwal was with me, no less). I personally welcome any RP situations and I do not take them as a reflection of OOC conditions in the least. One of the first things RPers do is learn how to seperate IC and OOC, so why does it linger as a question? -Stalinger -------------------------- Message 353 from *ideas (#504): Date: Wed Mar 20 21:28:11 1996 CST From: Deckard (#3748) To: *ideas (#504) Subject: Guests If guests had gills couldn't a character who was an enemy of the submariners come on as a guest and go snooping around subbie places that they couldn't realistically. Hate to be the voice of doom, but was wondering. -------------------------- Message 354 from *ideas (#504): Date: Wed Mar 20 22:06:51 1996 CST From: Kynwal (#1610) To: *ideas (#504) Subject: Re: Guests with gills That is a valid point and is one of the reasons I wouldn't want a guest with gills. Guests can read things about the subs as everyone else can. More specific questions can also be answered as needed. -------------------------- Message 355 from *ideas (#504): Date: Wed Mar 20 22:09:49 1996 CST From: Skywalker (#6644) To: *ideas (#504) Subject: guests That would be very naughty and an OOC action, so it wouldn't really hurt us IC . Skywalker. -------------------------- Message 356 from *ideas (#504): Date: Wed Mar 20 22:19:54 1996 CST From: Yroshi (#6068) To: *ideas (#504) Subject: Guests I do believe there are enough people on here who cheat OOCly that it would affect things ICly. The last thing we need is something else people can use to cheat with. Yroshi -------------------------- Message 357 from *ideas (#504): Date: Wed Mar 20 23:58:18 1996 CST From: Skywalker (#6644) To: *ideas (#504) Subject: guests Ok, fine, do whatever you like, it was just an idea. Skywalker. -------------------------- Message 358 from *ideas (#504): Date: Thu Mar 21 15:57:45 1996 CST From: Restin (#4641) To: *ideas (#504) Subject: Kinky Whip Lost One Kinky Whip...*grin* was wandering about yesterday ooc, and chimmy fried me..go figure *shrug* any ways before I could return, someone had picked it up. and it was gone.. Please understand that I was ooc, and chimmy dont care.. I would like to have my whip back, please.. would the person that has it please @send, or page..me.. thanks. Restin, your demented mooer.*grin* -------------------------- Message 359 from *ideas (#504): Date: Thu Mar 21 21:21:31 1996 CST From: DryWater (#7502) To: *ideas (#504) Subject: not one to talk, but who cares... why is it there is only one whip on the moo? would it be that hard to put it into a template on the replicator in the lounge? or just put it there and not put it on the list, so it would create the whip, but it wouldn't appear on the menu.... Just a thought btw moonheart, i left that night because my mom was bitching...i told you i couldn't stay...but you wouldn't listen say i am currently staying ooc because i am grounded and must leave if my mother walks in... -------------------------- Message 360 from *ideas (#504): Date: Sat Mar 23 08:20:39 1996 CST From: Moonheart (#6143) To: *ideas (#504) Subject: Glare and Players How about altering the glare spell so it works on players that would give 3rd circle mages a chance to have a skill other then restore to use on players and would allow mages to dule each other with magic.. Mnht -------------------------- Message 361 from *ideas (#504): Date: Sat Mar 23 08:23:01 1996 CST From: Moonheart (#6143) To: *ideas (#504) Subject: Duel not dule :) Mnht -------------------------- Message 362 from *ideas (#504): Date: Mon Mar 25 23:36:15 1996 CST From: Darkhawk (#5041) To: *ideas (#504) Subject: theft If you are able to open and close someone's container while it is on them and they are sleeping you should be able to take things from it! why is it so tough to be evil around these parts? -darkhaw -------------------------- Message 363 from *ideas (#504): Date: Tue Mar 26 04:17:41 1996 CST From: Moonheart (#6143) To: *ideas (#504) Subject: Magesight How about addiing a property to $room like magesight_msg and then fixing look_self so it shows that message to any mage that enters the room. Would allow mages to see things about areas that a non-mages couldn't. Mnht -------------------------- Message 364 from *ideas (#504): Date: Tue Mar 26 04:30:34 1996 CST From: Moonheart (#6143) To: *ideas (#504) Subject: Magesight II Come to think of it a mage_sight poperty might be useful on $thing also. Mnht -------------------------- Message 365 from *ideas (#504): Date: Mon Apr 1 12:23:44 1996 CST From: Ylanya (#7160) To: *ideas (#504) Subject: lost and found box Is there anyway to automatically recycle items in the lost and found box after a certain length of time? It's getting pretty spammy in there.... Thanks... --Ylanya-- -------------------------- Message 366 from *ideas (#504): Date: Mon Apr 1 12:48:30 1996 CST From: Red_Fang (#5907) To: *ideas (#504) Subject: Petition I think it would be a good idea for us to get a general petition to solve matters of importants both icly and oocly on GW. It could be signable by different characters/people, and once signed the names could only be taken off by the signee. Think its important that the characters have a say in the way things go, to create tp's and change rules or implament new ones and to solve problems.. Of course the final word would still be Quinn's, but least he'd know how most felt about things.. GW is a wonderful place to come to and relieve tensions and just play.. I'd like to see it continue to be so. Thank you. Robert aka Red Fang -------------------------- Message 367 from *ideas (#504): Date: Mon Apr 1 13:26:32 1996 CST From: Oryama (#6359) To: *ideas (#504) Subject: Lost and found box I mentioned that awhile ago Ylanya. Not sure if anyone liked the idea or not. I aggree though, it is a huge waste of space. Ory -------------------------- Message 368 from *ideas (#504): Date: Mon Apr 1 14:04:23 1996 CST From: Ylanya (#7160) To: *ideas (#504) Subject: petition I agree with Red Fang's idea of a "generic signable petition." It could be really useful for things both ic and ooc, and maybe help to get some stuff done on the moo. :) I would suggest, however, that it also have a feature of some sort that would make it so that the main tenet of the petition (ie: whatever people are signing it for) could not be changed once it had been posted/signed/etc. Otherwise, this could be severely misused. (Like having people sign for "more items should be creatable on the replicator" and then having the owner change it to " should be @toaded," for example. If this misuse could be prevented, I think that Red Fang/Robert has an excellent idea.) Just my 2 1/2 cents worth. --Ylanya-- -------------------------- Message 369 from *ideas (#504): Date: Tue Apr 2 17:40:25 1996 CST From: Kara (#3779) To: *ideas (#504) Subject: citadels Is there any way to make these so that the "owners" of said citadel can change the descriptions? Several of the ones for the Maison D' Mystique are no longer accurate, and we (the pcs living there) would like to change them... -kara- -------------------------- Message 370 from *ideas (#504): Date: Wed Apr 3 20:33:34 1996 CST From: Cordelia (#9687) To: *ideas (#504) Subject: Spam from the replicator. Is there any way to just somehow be able to toggle the replicator, it's annoying to be in the lounge, trying to role play with people coming in and creating things or destroying things, especially in great numbers. Corrie -------------------------- Message 371 from *ideas (#504): Date: Wed Apr 3 20:37:08 1996 CST From: DryWater (#7502) To: *ideas (#504) Subject: replicator i know this isn't the place to put this, but it is in referance to the last post... there is a replicator in the ooc lounge that you can use...if you see there is someone roleplaying in the lounge, why not use the other one instead... -------------------------- Message 372 from *ideas (#504): Date: Thu Apr 4 22:41:34 1996 CST From: Kara (#3779) To: *ideas (#504) Subject: replicator What OOC lounge? -------------------------- Message 373 from *ideas (#504): Date: Thu Apr 4 22:44:25 1996 CST From: Yjezra (#5288) To: *ideas (#504) Subject: Post 372/OOC If you type @GO OOC, it will take you to an OOC area, and just to the south of the Fire Pit, you will find another replicator, identical to the one in the R/T Lounge. Check it out. -------------------------- Message 374 from *ideas (#504): Date: Fri Apr 5 00:31:34 1996 CST From: Frap (#6337) To: *ideas (#504) Subject: Bloated DB. Well, considerin' the lag and lack of space.. Why O why don't someone clean out the lost and found box? Its a spammy mess, 99% made up of junk that newbies make and lose. Instead of a Lost and Found box, why don't ya make it a garbage disbosal? Anyway, perhaps all players could do an Inventory and get rid of junk they don't need. For the common good of all GW.. Perhaps we could shorten descriptions, remove nudity messages *wink* and such. Perhaps shrink the critter population, do we really need all them wendigo's roaming Austin? And last but not least, both Boys and Girls, use Birth control! this is starting to look like China. That is all. Thank you, just suggestin' so no offence. Frap -------------------------- Message 375 from *ideas (#504): Date: Sat Apr 6 08:24:58 1996 CST From: Razorhawk (#80) To: *ideas (#504) Rachkir suggests that `kill' be abbreviatable to `k'. I think that's a great idea. -------------------------- Message 376 from *ideas (#504): Date: Sun Apr 7 13:01:08 1996 CDT From: DryWater (#7502) To: *ideas (#504) Subject: abbreviations For anyone that wants to make thier own abreviations for things, and I mean thier own...there is a telnet program called GMud, you can set anything to send something else... For instance, you can make it so that when you type 'k' it sends kill, and when you type 'k cainid' it would put kill in for you... You can also make it so that you type 'kc' and it sends as many 'kill cainid' strings as you want. If anyone wants this program(as far as i know it is shareware or freeware) Here are the requirements i know of. Windows95 or the Windows 3.1 32-bit driver Winsock compatible network connection If you have both of these, drop me some mail and i will find a way to get a copy to you... Just tryin to change my rep. _ | \\ / | | \ / |_/ry\/\/ater -------------------------- Message 377 from *ideas (#504): Date: Sun Apr 7 16:19:19 1996 CDT From: Skywalker (#6644) To: *ideas (#504) Subject: more water? Hi, me again. I've noticed that there is a place called 'Maidenhead arch'. Now, would it be possible to connect that to the undersea so subbies could come up there if they wanted to instead of the Sunken Tanker? I mean, it's kinda unrealistic that we can only enter and leave the sea from only one location. And, this arch is a nice little entrance/exit that is already made. So how 'bout it? Other entrance/exits would be nice, like on Toosay or something, but this would be a good start. Oh yeah, that 'Maidenhead arch', it's on Jizo in the Shizuka Woodlands. Your friendly neighborhood subbie, Skywalker. -------------------------- Message 378 from *ideas (#504): Date: Sun Apr 7 18:51:02 1996 CDT From: Mulder (#709) To: *ideas (#504) There won't be a sea entrance on Toosay for sake of realism (And because I don't want it to seem like it's only for subbies, but that's beside the point). There shouldn't be one on Jizo for the same reason. In effect, each room in a mega-room is about ten meters square. You can see how having a mega-room that goes all the way from the north coast of new-england to the middle of the carribean isn't really plausable. (Even more to the south coast of california.) Maybe if the Subbies had some sort of high speed transportation system like I'm about to put in for the rest of the world, it would be doable that you could have sea areas around each place, but just like we don't connect every area to the wasteland, that isn't really worth the work. No, don't even _try_ to tell me that you're going to swim from the north atlantic to the central pacific. Don't _even_. -------------------------- Message 379 from *ideas (#504): Date: Sun Apr 7 19:38:23 1996 CDT From: Lamia (#3623) To: *ideas (#504) Subject: :grapple If someone feels like coding it, it would be a nice thing to be able to do. Grappling another player would immobilize him/her unless the player could get free. It would also prevent the player from doing more then defending while under attack (of course, the 'grappler' would be unable to attack while still holding the 'graplee'). If an attack were planned, it would require the aid of a third player. It would also permit a player to be 'dragged' from one room to another, the grappler's strength permitting. So, in those ever favorite 'kidnapping' plots there would not need to be willing cooperation on the part of the victim. -------------------------- Message 380 from *ideas (#504): Date: Mon Apr 8 20:45:16 1996 CDT From: Elendil (#2237) To: *ideas (#504) Subject: swimmin' from ocean to ocean 1) Grapple. I think it's a good idea...perhaps the strength of the victim could be modified downward (slightly!) for each additional person that hops on board; you'd need 4-5 tough brutes to wrestle a wendigo down, etc etc. 2) Toosay, Madienhead Arch etc. My impression wasn't that all these oceans would be connected to each other. This may sound a bit like whining, but you will notice that officially the Submariner class no longer receives *any* initial bonus aside from the ability to to breath underwater. 'Well, *that's* quite a bonus!' you say? Well, DRs, when combined with their dragon, can fly which is in my opinion quite similary; it effectively removes them from retaliation from people w/o the ability to follow them home, namely most of us. I have noticed that there are several rooms (perhaps all outdoors ones?) where dragons can just pick up and fly away to safety. Don't get me wrong; I like that! I think it's perfectly realistic. However, by the same token it seems only fair that if I'm a subbie, I'm threatened, and there just happens to be, say, the Atlantic nearby, I can dive in and escape. I'm not saying each shoreline has to lead into a whole separate ocean grid, but you could just have a parallel line of 'shallows' blocked off from the main currents by coral or something. While this may seem like putting too much advantage in a chased subbie's favor, the slight increase in speed attained by not needing an Ahab to whisk one to safety is offset by not having said Ahab around to breathe fire if there's no ocean to dive into. --Elendil -------------------------- Message 381 from *ideas (#504): Date: Wed Apr 10 13:01:43 1996 CDT From: Nebula (#1730) To: *ideas (#504) About connecting Jizo to subbie-waters: Depends on geography. Got a map? -------------------------- Message 382 from *ideas (#504): Date: Wed Apr 10 13:01:58 1996 CDT From: Nebula (#1730) To: *ideas (#504) Btw, Jizo is in the Pacific, Toosay is in the Caribbean. -------------------------- Message 383 from *ideas (#504): Date: Wed Apr 10 13:02:30 1996 CDT From: Nebula (#1730) To: *ideas (#504) Travel time is a factor, seemingly. -------------------------- Message 384 from *ideas (#504): Date: Wed Apr 10 19:36:14 1996 CDT From: Skywalker (#6644) To: *ideas (#504) Subject: international waters.. Ok, I'll admit, that was a poorly planned idea, as i was unaware that Jizo, Toosay, and Cousteau Island were nowhere near each other. However, we could still have some kind of small undersea area that's not conncted to the main undersea area. I don't see why that wouldn't work unless someone was unwilling to add a subbie area. Thanks for listening while I babble on... -------------------------- Message 385 from *ideas (#504): Date: Thu Apr 11 00:04:58 1996 CDT From: Elendil (#2237) To: *ideas (#504) Subject: Eh? Perhaps there's miscommunication here. I don't think that myself or Skywalker want Jizo to be connected to Toosay or any other combination of locales near the ocean either directly to each other or via the submariner ocean. What was suggested was that each shoreline have an independent length of 1-room 'deep' sea rooms running parrallel to whichever beach you're considering..'shallows', tide pools, whatever. Tropical areas tend to have barrier reefs anyway, so it's realistic that these small sections would not open into any ocean, much less connect to each other. At the same time, since the said subbie would be swimming around in a line of rooms perhaps 5-6 long at most, unable to get into the open ocean, the safety of such shallows would be less as eir antagonists could forseeably dive in briefly, hold eir breath, look around, leave, and then lob grenades, fire weapons etc into the water. Fish n a barrel and all that. --Elendil -------------------------- Message 386 from *ideas (#504): Date: Fri Apr 12 20:07:13 1996 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: Subs and the sea The submariners have a vaild point, and I will think on what could be done to offer some kind of water area. Connecting all the oceans while possible would be very hard to simulate properly. Kynwal/Meloth -------------------------- Message 387 from *ideas (#504): Date: Sat Apr 13 03:28:18 1996 CDT From: Nebula (#1730) To: *ideas (#504) Re: Subbies and water areas. No problem with isolated underwater areas, unconnected to Submariner homewaters. Jizo will have some stuff but not until late May, off the shallows at Otter Beach/Shizuka. -------------------------- Message 388 from *ideas (#504): Date: Thu Apr 25 19:30:33 1996 CDT From: Karcass (#6537) To: *ideas (#504) Subject: Baddies Hi, I was just thinking how much fun this place used to be when there was alot more evil pcs. I've heard stories of Cross and Riddle and I was wondering if it would be possible to somehow make them come back from the dead to reak havoc upon this place again, or maybe a fresh new batch of baddies to liven things s up again around here. Just an idea... Karcass -------------------------- Message 389 from *ideas (#504): Date: Sun Apr 28 14:01:21 1996 CDT From: Yjezra (#5288) To: *ideas (#504) Subject: Obj_msg Okay, we have @drop/@wield/@catch/@dodge and so on..Why can't we have an @throw/@othrow on objects also..especially weapons? Just a thought, looks strange when you are trying to juggle daggers or such. -------------------------- Message 390 from *ideas (#504): Date: Sat May 4 14:11:50 1996 CDT From: Drago (#2307) To: *ideas (#504) Subject: Acouple of combat commands Seeing as how `block' and `unblock' are commands used frequently in combat situations, how about making them `rush'able. And while on that vein, how about also makin `load' (for ranged weapons) a `rush'able command... s'all (tries to get his 2c back) -------------------------- Message 391 from *ideas (#504): Date: Wed May 8 11:03:15 1996 CDT From: Frap (#6337) To: *ideas (#504) Subject: DB bloating cause of postings An idea. Some of the list go back as far as a year, some even farther. Wouldn't it be possible to keep only say 2 months of posts active on any list? the old posts could be saved to a file and ziped. Then they could be made avaliable at a ftp site or someones web page.. This would cut down on alot of reading for new players coming on the system also when subscribing to and listing. Just an idea, seen it done else where. Robert -------------------------- Message 392 from *ideas (#504): Date: Wed May 8 11:29:24 1996 CDT From: Slayer (#9883) To: *ideas (#504) Subject: Excellent idea Frap. Thank you Frap! This is my 4th month here and though I'm reading several messages each day, I still have 145 more messages on this list. The past 2 months worth were mostly information and ideas that were either discarded or implemented a year ago or so. Some of them have been helpful and some ideas were neat, but drudging through several hundred messages on nobility, gold, comms, and such gets very tedious. It would be helpful for new characters to be able to start with more recent material, they have enough reading to do with the game files. In addition, trying to read the new messages to this and other 'bloated' lists is tough when your pointer is on message 14 out of 380, for example. Still, a way to access the old postings, like Frap suggests, would be nice AFTER a character has caught up on current issues/postings. They could be available for ftp or, as Frap says, available on the GW web page or someone else's. The GW page looks great but was last updated July of 95 or something!?? If someone needs help updating this, I'm available, btw... Anyhow, back to the point, Frap's idea sounds good to me, it'd seem to help the database and the readers. -------------------------- Message 393 from *ideas (#504): Date: Wed May 8 21:45:20 1996 CDT From: Saben (#11887) To: *ideas (#504) Subject: Mailing list for Recombs Do we have one ? and if not can we get one ? Saben -------------------------- Message 394 from *ideas (#504): Date: Thu May 9 17:46:40 1996 CDT From: Quinn (#2) To: *ideas (#504) Subject: mail backups heh--i'm reading frap's suggestion now just after i've rebooted with about a thousand less messages. -------------------------- Message 395 from *ideas (#504): Date: Tue May 14 19:32:29 1996 CDT From: Strafe (#12217) To: *ideas (#504) Subject: How about this? How about a 'disarm' combat command? Would be useful, and rather IC. :) Could be specific to certain weapons, or not. Just thought it was a good idea. -------------------------- Message 396 from *ideas (#504): Date: Sat May 25 23:26:37 1996 CDT From: mavis (#7502) To: *ideas (#504) Subject: bioscanner tune bioscanner to keeps the _current_ stats on the bioscanner screen...shows the persons stats untill you tell it to stop, or for a limited time... -------------------------- Message 397 from *ideas (#504): Date: Sun Jun 9 12:42:32 1996 CDT From: Dylan (#1142) To: *ideas (#504) Subject: Are we truly hollow front-sides? I noticed one day while contemplating someone kissing-my-ass that I had no ass. or back for that matter. -------------------------- Message 398 from *ideas (#504): Date: Sun Jun 9 20:20:15 1996 CDT From: Lamia (#3623) To: *ideas (#504) Subject: Dyl's One time I asked Q about this.. he said if you could see it, virtually, it'd mean that someone had just done a little pirouette or a turn on the runway (a la fashion show) just for you:) So.. maybe we should have one, but keep it 'blanked' unless and until we are presenting our posteriors? <*g*> -------------------------- Message 399 from *ideas (#504): Date: Sun Jun 9 20:23:06 1996 CDT From: Yjezra (#5288) To: *ideas (#504) Subject: Dylan's Well, you could just @desc the back of you also. I am not the only player that has done this. Shoulders can include the back and groin the ..uhmm .posterior. -------------------------- Message 400 from *ideas (#504): Date: Sun Jun 9 20:27:00 1996 CDT From: Lamia (#3623) To: *ideas (#504) Subject: Dyl's/Yj's Yeah:) You can also |@detail my .. which won't integrate into your desc, but will show if somebody looks at it:) -------------------------- Message 401 from *ideas (#504): Date: Fri Jun 14 01:45:54 1996 CDT From: Darby (#12081) To: *ideas (#504) Subject: @page-origin/@page-echo Since @page isn't used IC and verbs that filter, format and print text are pretty cpu intensive, would removing those tell/notify verbs help reduce lag? I've noticed that receiving particularly spammy ones (ack, some are like 5 line paragraphs) really slows things down on my end. Perhaps setting a maxium length for these messages might be a good idea if disabling them seems extreme:) -------------------------- Message 402 from *ideas (#504): Date: Fri Jun 14 02:25:22 1996 CDT From: Nebula (#1730) To: *ideas (#504) Disabling pages/page echoes altogether is a Bad Idea because OOC pages are valuable negotiating tools between IC/OOC players. Making them speak aloud/use comms (very IC)/send mail for that seems silly. Limit the spam, definitely...but not by disabling paging, methinks. -------------------------- Message 403 from *ideas (#504): Date: Fri Jun 14 02:30:42 1996 CDT From: Nebula (#1730) To: *ideas (#504) Huh. The vision of IC players in RP in the same room negotiating OOCly aloud or via comm about the next thing in a scene is _truly_ Bizzaro(tm)! -------------------------- Message 404 from *ideas (#504): Date: Fri Jun 14 02:36:57 1996 CDT From: Nebula (#1730) To: *ideas (#504) Hee. The players MAILING stuff about improv strategy in mid-tp makes me fall off my chair...as does the notion of all them announce_all comm msgs. Let's try it onstage at the theater in Austin, first. I'll sell tickets. -------------------------- Message 405 from *ideas (#504): Date: Fri Jun 14 02:39:08 1996 CDT From: Nebula (#1730) To: *ideas (#504) *sigh* Thankee, Darby. The mirth lingers...I could almost like it! -------------------------- Message 406 from *ideas (#504): Date: Sat Jun 15 01:25:08 1996 CDT From: Darby (#12081) To: *ideas (#504) Subject: Neb's Umm..:) What I suggested was the disabling of the tell/notifies, i.e. the (ahem) frequently windy lines of text that both precede and follow the actual text of a page.. where a player has set @page_orign me and @page_echo me. Or, since some of the @messages are so long that it's sometimes difficult to even *find* the actual text of the 'page', itself, sandwiched between the spam, to set a max character length on the page-origin/page-echo msgs.. if doing same would reduce server lag (since verbs that format and filter text tend to hog cpu resources). Sorry that I wasn't clear -- not suggesting disabling @page, itself (just pre and post 'page' spam:) --Darby -------------------------- Message 407 from *ideas (#504): Date: Sat Jun 15 09:20:26 1996 CDT From: Jayren (#10514) To: *ideas (#504) Subject: disabling page messages. I like the idea as well. listening to a novel-length page_origin message, only to hear 'hello' at the end is a bit much. -------------------------- Message 408 from *ideas (#504): Date: Sat Jun 15 09:54:50 1996 CDT From: Mulder (#709) To: *ideas (#504) If long page echos bother you that much, how about a simple @option that gives you a simple '%N % you with:'? That would be simpler, and for those of us who appreciate page echos as a form of artistic expression, we can still read them... -------------------------- Message 409 from *ideas (#504): Date: Sat Jun 15 10:00:47 1996 CDT From: Morrigan (#10469) To: *ideas (#504) Subject: Page echos... Well, after listening, I have to agree with Mulder, on a couple of points. I like people's page echos too. In fact, I have one set into a trigger. *grin*. Also, I'm biased of course, since I call out on a 28.8, but if page echos are a problem, then Mulder's idea is a excellent one. Make a @option that declines accepts page echos with a simpler default, if you decline custom ones. That makes for a rather good solution to me. -------------------------- Message 410 from *ideas (#504): Date: Sat Jun 15 11:34:27 1996 CDT From: Lamia (#3623) To: *ideas (#504) Subject: Echo point is: do they cause significant server lag? and if so, how much? at 28.8, depending on what's happening here (like if you're playing in a busy combat room), these messages can slow down output to a crawl.. at least i *think* that what's doing it (to mine:) and, whether the aesthetics involved (msgs are neat, but have no IC relevance) outweigh lag reduction. -------------------------- Message 411 from *ideas (#504): Date: Sat Jun 15 11:53:57 1996 CDT From: Mulder (#709) To: *ideas (#504) 10 page echos take less cpu time than one 'WHO' when there are 10 users on. The code's basicly the same. The only reason to give players the option to not view page echos is to decrease the amount of output. Everything causes server lag, but by comparison, page echo's aren't that much. -------------------------- Message 412 from *ideas (#504): Date: Sun Jun 16 05:44:45 1996 CDT From: Delvish (#5888) To: *ideas (#504) Subject: Echo The spam is more a question of netiquette or real time etiquette. These echos of OOC action help to give some insight as to the personalities of the player behind the player. Without them, the OOC chatter by this means tends to be rather impersonal. I would just like to suggest that anyone using an excessive amount of spam in their echos to consider frequent changes vs. one all encompassing statement. A few well chosen sentences can often convey more than the books they introduce. The tag line is something that involves the who command. These statements are rarely IC relevant, but often give us clues as to a persons mood or current vantage. I'm not sure removing them would give us a real-time boost in output either. My two bits, Delvish -------------------------- Message 413 from *ideas (#504): Date: Sun Jun 16 10:50:25 1996 CDT From: Drago (#2307) To: *ideas (#504) Subject: Just for the record... ..And not altogether relevant. Does modem speed really affect your perception of lag? I like the idea of a setting of chcracter length for page origin/echo msg's. They are a creative expression true, but 90% of the time they are a humorous event that by all notions of good taste should only be offered up once. I would definitely be one who used such an @option, were it available. Please someome, tell me about modems. -------------------------- Message 414 from *ideas (#504): Date: Fri Jun 21 20:18:07 1996 CDT From: Darby (#12081) To: *ideas (#504) Subject: Idle thoughts:) I know I'm gonna get flamed for this one.. But does it make any sense, really, that we carry owned objects with us from the earthly plain when we die? It seems to me that my corpse should render everything in my inventory (though I'd really like to keep my clothes on.. little nod to social courtesy since one never knows who's hanging out in the mid-realm:). The same reasoning applies to being ko'd, I think, tho that's a moot point since things can be 'taken' from the unconscious. I just think that they oughta hit the ground/floor right after I do:) I seem to recall that we used to drop everything and would have to try to recover it all -- which litters rooms and is a chore. But it makes owned/un-owned a non-issue. Maybe a .dropped flag for armor (clothing w/ .absorption greater than 5?) could let the dead stay decently attired? -------------------------- Message 415 from *ideas (#504): Date: Fri Jun 21 23:00:26 1996 CDT From: Jayren (#10514) To: *ideas (#504) nope. i dont like the 'drop all when dying' thing. it would leave objects out and about that folks shouldnt get at if a gm were to be killed. i carry a lot of my generics with me to work on when i get a moment of inspiration. -------------------------- Message 416 from *ideas (#504): Date: Fri Jun 21 23:41:11 1996 CDT From: Apocalypse (#5615) To: *ideas (#504) Subject: Jayren KISS. make yourself a playable alt., then your wiz will never get killed, and lose his stuff also., I have killed wizzen before., and i usually accept the fact that those things are ooc., and not part of the bootie..most people prolly would as well. or stay away from people stronger then you..*grin* just my two Katana swings., heh apoc -------------------------- Message 417 from *ideas (#504): Date: Sat Jun 22 00:49:12 1996 CDT From: Cloak (#10500) To: *ideas (#504) Subject: RE:Idle thoughts:) Dropping the items on a dead person is a good idea but this should be limited to objects not in some sort of container. Maybe there should be a (@wear especially) so items are not scattered in a room but kept on the player. Just my amendment to the idea :> *cloak -------------------------- Message 418 from *ideas (#504): Date: Sat Jun 22 00:53:14 1996 CDT From: Cloak (#10500) To: *ideas (#504) Subject: OOPS! (I should really proof reaad my mail!) I meant in my last letter that a new Generic Container be made with verbs similar to Generic Clothing (Like @wear especially) Sorry *Cloak* -------------------------- Message 419 from *ideas (#504): Date: Sat Jun 22 13:59:42 1996 CDT From: Quinn (#2) To: *ideas (#504) Subject: dropped loot I'm pretty determined to stick with the current system, just because it is a major ass-pain to drop everything. Owning objects sort of 'charms' them to you. It's IC, but I don't want to blatantly reveal why to the public at large. Anyway, this is why objects like sledge hammers, chainsaws, and shotguns are *not* owned by players. They are all 'found' objects. GMs--don't chown personal items without careful forethought. -------------------------- Message 420 from *ideas (#504): Date: Sat Jun 22 15:27:31 1996 CDT From: Apocalypse (#5615) To: *ideas (#504) Subject: just a thought., since we cant kill wimps., nomore can we get an alias for knockout like ko., maybe? also, can we get grab all from ?? would make life much easier. also a get all in a room., would be nice., as well.. my two kat swings., heh apoc -------------------------- Message 421 from *ideas (#504): Date: Sat Jun 22 15:36:09 1996 CDT From: Nukem (#7824) To: *ideas (#504) Subject: an idea... Me and Demon were just thinkin, it would be cool to have like a pharmacy that sold tablets that encrease your stats for a short number of time. Like one that increases you 100 bladed for 1 connection or a tablet that encreases your strenght and stuff like that. Just a thought. Ed or Demon would be happy to prgram it. :) Nukem -------------------------- Message 422 from *ideas (#504): Date: Sat Jun 22 15:37:07 1996 CDT From: Yjezra (#5288) To: *ideas (#504) Subject: Post 420 YES! Oh, please..this would be so good! Please, please, please! -------------------------- Message 423 from *ideas (#504): Date: Sat Jun 22 15:59:06 1996 CDT From: Yjezra (#5288) To: *ideas (#504) Subject: Previous post/clairfication Well, since someone snuck in a post before my response to Apocalypse's post, I will clarify my post #422. About 'get all' from both an unconscious player and from a room: YES! Oh, please..this would be so good! Please, please, please! Okay, I am done now. -------------------------- Message 424 from *ideas (#504): Date: Sun Jun 23 20:40:52 1996 CDT From: Moonheart (#6143) To: *ideas (#504) Subject: @page_echo How about disableing the long page echos too when brief pages is enabled. Mnht -------------------------- Message 425 from *ideas (#504): Date: Sat Jul 6 09:01:27 1996 CDT From: Naxos (#9972) To: *ideas (#504) Subject: ooh ooh! I've got an *idea*! =) ok, you take a dragon egg, some myonatoline which makes subbies what they are, and maybe throw in a genetics company like Daikrion to finish the job. So basically, is this possible to make a Sea dragon? not a dragon turtle mind you ;) ugh, checkpoint, that's it basically ;) --Naxos, chewing ice, and loving it. -------------------------- Message 426 from *ideas (#504): Date: Sun Jul 7 17:17:02 1996 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: Sea Dragon Who said they don't exist already? They would be nothing similar to their flying/land cousins. More like the lindworms of Norse mythology. -------------------------- Message 427 from *ideas (#504): Date: Wed Jul 10 08:44:00 1996 CDT From: Elendil (#2237) To: *ideas (#504) Subject: SoulMech ideas I've always thought that the Soulmechs would provide a good pc class for populating the Wasteland, since it has always seemed to me that cryshunters' 'area' is actually the GW plain (due to the decor in the ooc lounges, the # of beasties there etc). I don't believe it would be that hard to create this class, since most other individuals in classes have been coded that way by a wiz, not some sort of process of questions etc as on other moos.say The easiest way to make soulmechs would be to give them a full suit of armor locked to them with a mech desc. In addition, this armor could perhaps contain a 'built in' bioscanner, comm and gps unit, ie helmet displays that are built into the armor. say Likewise, perhaps one arm of the suit could 'contain' a laser that requires oh 1000 crys or so to be inserted into the breech per single shot. Also, the armor could have the qualities of a radiation suit in addition to normal protection. These may seem like big advantages, and they are, but the image I have of soulmechs are of big stomping robots that, while perhaps produced by some big firm, are loners and, for obvious reasons, don't interact well with er, with 'normal' PCs. Obviously if the character dies, the suit is either removed with them to the midrealm or falls and becomes inert. Thoughts? -------------------------- Message 428 from *ideas (#504): Date: Wed Jul 10 09:44:00 1996 CDT From: Morrigan (#10469) To: *ideas (#504) Subject: #427-SoulMech ideas Nice! :) I've been gathering ideas for the SoulMechs, since I'm very interested personally, in coding them, and some of your ideas such as the bioscanner and comm and GPS sound to be rather good ideas at the present. The lasers, and actual weaponry I am still sorting out how to set up, at present. As for the image...I have much the same image as you...SoulMechs are 'magical', BattleMechs, of the FASA flavor, that meld to their Pilot somehow, very much like the Armor did to Felix in the book of the same name, "Armor". Forgive me, I know not the author's name, since it has been a very long time since I have read it. At any rate, sounds good! I'm currently working towards finishing another project in the erstwhile, and helping a couple of TPs along as well, so I cannot give a specific time upon which I'll start or finish the SMs, but I am most happy for the input. :) ->The Morrigan. -------------------------- Message 429 from *ideas (#504): Date: Sun Jul 14 13:04:51 1996 CDT From: Khyber (#12460) To: *ideas (#504) Subject: SoulMechs This post is more directed to Morrigan than anyone else it is about the soulmechs. I am here to tell about a couple of things a soulmech should have first off a missle launcher, second I would have to say a set of lasers and last but not least heat tracking.....these are the things I think a soulmech should have or rather these are my ideas. thanks-Khyber -------------------------- Message 430 from *ideas (#504): Date: Fri Jul 19 22:22:08 1996 CDT From: Karcass (#6537) To: *ideas (#504) Subject: Checkpoint How about a message saying if there's a checkpoint happening when we log on? --Karcass -------------------------- Message 431 from *ideas (#504): Date: Sat Jul 20 22:05:07 1996 CDT From: Naxos (#9972) To: *ideas (#504) heya just curious if the 1 and 1/2 handed weapon, thats a either one haded or two handed is coded, or being coded? -------------------------- Message 432 from *ideas (#504): Date: Tue Jul 23 17:57:40 1996 CDT From: Moonheart (#6143) To: *ideas (#504) Subject: Cainids hmm now that we have no lag ..how about making the cains attack when you enter a room again ...as it is now the only danger on the wheel is the Chimera so even newbies can walk around it easy. Mnht -------------------------- Message 433 from *ideas (#504): Date: Thu Jul 25 12:33:17 1996 CDT From: Synge (#12541) To: *ideas (#504) Subject: wendigos and the trouble they are... for nothing. I and me friends have killed wendigos in my time, and I was SORELY disappointed in the number of crystals they had. only 4 to 6, and they are tougher than Chims! (well, maybe NOT as tough, just hard to kill) anyways, I think they should have atleast 10, maybe 15, since they are so formidable. thanks, Synge -------------------------- Message 434 from *ideas (#504): Date: Thu Jul 25 14:35:35 1996 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: Wendigo's This has been remarked on before. The Wendi's are tough and not everything is going to be worth what you think it should be. Part of life's unfairness you could say. -------------------------- Message 435 from *ideas (#504): Date: Thu Jul 25 20:58:48 1996 CDT From: Darby (#12081) To: *ideas (#504) Subject: Wendi's xtal worth I think crystal worth is hard to understand, there being some sort of mystical element in the equation:) Razorhawk last explained the Wendigo's something like this: there's more reward to facing a challenging opponent that the crystals it yields if you kill it. Killing things that are weaker than you, gathering crystals from their corpses, more than compensates your efforts. But you get no honing of your combat skills killing weaker opponents. -------------------------- Message 436 from *ideas (#504): Date: Thu Jul 25 23:54:21 1996 CDT From: Yseult (#4778) To: *ideas (#504) Subject: Beastie hunting. I've noticed that since the MOO became faster and the beasties are back in play sooner, that players can monopolize killing them over and over again in the place where they automatically come back to. This keeps them from wandering and from players getting equal shots at the monsters. Is there any way to make it so they randomly appear in two or more places instead of just one spot? Yseult -------------------------- Message 437 from *ideas (#504): Date: Fri Jul 26 13:50:33 1996 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: Beastie Hunting That is a good idea and easily done. I think we should more of a (somewhat) spread out ecology. -------------------------- Message 438 from *ideas (#504): Date: Fri Jul 26 14:05:17 1996 CDT From: Darby (#12081) To: *ideas (#504) Subject: Hunting Monopoly Having more than one Wheel entrance for beasties would help, yes. But having the tougher beasties 'born' into rooms where people expect to find weaker ones will make it hard for the newer folks to practice their skills. And the sys speed is really the problem as I see it. Those players with higher skills/more damaging weapons will still reap all the crystals. Combat speed has also rendered the Wheel a much riskier place to play -- you'll find you're in the Midrealm before :flee or :rush_heal executes:) Chances are, you'll have to scroll back to read how you got there, too:) Tweaking combat speed down might take awhile, so be careful out there! -------------------------- Message 439 from *ideas (#504): Date: Fri Jul 26 14:24:54 1996 CDT From: Naxos (#9972) To: *ideas (#504) heh while we're at it why not make the wheel bigger? and add new abominations, DI could be busy splicing genes ;) -------------------------- Message 440 from *ideas (#504): Date: Mon Jul 29 01:32:35 1996 CDT From: Strafe (#12217) To: *ideas (#504) Subject: Garbage... Has anyone else noticed the massive number of unused generics lieing around? Not even renamed. In the OOC replicator, I couldn't even count how many had been left inside it. Can these things be @recycled or something? I'm sure the disk space can be used for better things then unused generics. Plus, it's a little distracting to see someone's generic wardrobe strewn across the Wheel while hunting. :) Thanks, Strafe -------------------------- Message 441 from *ideas (#504): Date: Mon Jul 29 02:31:38 1996 CDT From: Restin (#4641) To: *ideas (#504) Subject: More garbage just a thought., if pc's had the ability to -recycle- anyones junk they find laying around., into a generic trashcan, which the owner pc can retireve from via @move. whereas pc 1 finds pc2's junk laying about he can oocly move it into a place that pc2 can retrieve it from., as well as allowing said place to have a timed event to -purge- itself of unclaimed items., after x# of days. thereby freeing up db, and reps, and lost and found. also if wiz owned, or permed, would not allow such a move.. this would certainly help. the lost $thing parts my bit of bliss., Restin. -------------------------- Message 442 from *ideas (#504): Date: Mon Jul 29 17:22:57 1996 CDT From: Valentine (#10512) To: *ideas (#504) Subject: Prison Hope this is the right place: I'm wanting to build a prison, out in the wastes somewhere--but not just some cell that people are locked up in (that's no fun for the players of the characters--if we're punishing the players, fine; if the character, then let's make it fun). Anyway, I'm wanting it to be a place to _adventure_--for prisoners _and_ for wanderers. I have several cool (I think :) ) ideas on this--and would be more than happy to do room descripts and such--but I need official approval and somebody who can code and program the neat stuff (cells, a few monsters; that sort of thing). And some more input on what the place could be like--if it is approved. So, get back to me on it. Please. ;) thanks... ---valentine... -------------------------- Message 443 from *ideas (#504): Date: Mon Jul 29 22:38:42 1996 CDT From: Valentine (#10512) To: *ideas (#504) Subject: Prison--`Escape from...' Hey all: Yalon just sent me an idea _I_ should have thought of. Perhaps the prison should be one of the old destroyed cities. Where you are dropped--try to rebuild, organize, whatever--but you can't get out of unless you are pardoned or serve your time. Just thought I'd pass that along. Love... ---valentine... -------------------------- Message 444 from *ideas (#504): Date: Mon Jul 29 11:49:54 1996 CDT From: Quinn (#2) To: *ideas (#504) Subject: prisons I've actually already set aside a 10x10 sector of the Wasteland for this purpose, guarded by some...interesting creatures. It *will* be open for building by the more sadistic of our GMs. I've not implemented any way of 'sentencing' folks to this area just yet--discussion on that area (and of the character of the wasteland prison itself) is welcome. -------------------------- Message 445 from *ideas (#504): Date: Mon Jul 29 20:02:23 1996 CDT From: Darkling (#13677) To: *ideas (#504) hey great idea! page have a bunch of helpers online to answer questions for newbies, and anyone just curiou -------------------------- Message 446 from *ideas (#504): Date: Tue Jul 30 19:20:06 1996 CDT From: Darkhawk (#5041) To: *ideas (#504) Subject: wondering.. okay, there is a cancel all, why not a take all? or is there one already, i did not try yet :0, anyways it would save alot of time, like say you see an Uncon person, rather than typing take each an every thing, just take all, see that easy! everyone will love ya for it! -Darkhawk, not that i go around KO'in people and taking there things, or do i promote it :) its a bad thing :) -------------------------- Message 447 from *ideas (#504): Date: Wed Jul 31 13:15:26 1996 CDT From: Cheetah (#12402) To: *ideas (#504) Subject: re:post 421 Heh.. Like steroids, you mean? Maybe put it in austin, in the open market, or in the Gym :> (Just re-subscribed to this list, know its a little late) -Cheetah -------------------------- Message 448 from *ideas (#504): Date: Wed Jul 31 13:26:46 1996 CDT From: Cheetah (#12402) To: *ideas (#504) Subject: Steroids Just a couple more ideas on that.. Using these pills would cause permanent damage after they wore off, or would have some coded addictive effect.. Or possibly high insanity, fatigue after using them? As for the period, I would thing they would last about 20 RL minutes.. And for boosting skills, dun think thats a good idea, but for strength/Endurance/dexterity/ect it might be interesting.... -Cheetah -------------------------- Message 449 from *ideas (#504): Date: Wed Jul 31 17:52:10 1996 CDT From: Darby (#12081) To: *ideas (#504) Subject: Stuff Drugs: If drugs are gonna be init'd, realism counts (bigtime). I cannot think of a single drug (today) that increases strength/endurance/dexterity, only drugs that make one THINK they are super-humanoid. Drugs can stimulate you, heightening consciouness.. they can put you to sleep. They can help you fight off infection. They can be of nutritional value (vitamins), but the 'excess' beyond what the body needs is excreted. If coded, these objects would need to make *sense*. On another note: I'd like to see an *Anon list here for the venting/upchucking/purging of player angst. Help for the helpless, as it were;) --Darby -------------------------- Message 450 from *ideas (#504): Date: Wed Jul 31 22:31:05 1996 CDT From: Devon (#13677) To: *ideas (#504) how about a drug which makes you ignore damage, thus as damage gets worse your skills stay the same. -------------------------- Message 451 from *ideas (#504): Date: Thu Aug 1 00:30:54 1996 CDT From: Tristan (#9284) To: *ideas (#504) Subject: Answering Machines I sometimes get saved pages that I'd like to hold on to for a while, but at along with those messages are a few I'd like to toss. Any chance a wizzen could make it so that you could selectively '@recall expunge' certain messages from your answering machine? Just an *idea. Tristan Patteran, Gypsy King / Blacksmith -------------------------- Message 452 from *ideas (#504): Date: Thu Aug 1 14:25:12 1996 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: Drugs We could have drugs do whatever we can conceiveably come up with. This whole place is pretty much an altering of natural laws. What you would need is a plausible reason within our laws that would make them work like that. -------------------------- Message 453 from *ideas (#504): Date: Sat Aug 3 20:23:41 1996 CDT From: Assassin (#9870) To: *ideas (#504) Subject: A new line of work I just had an idea and i told guru and he said to send it here. My idea is me and Zero_cool and anubis are starting (wanting) a Assassin buisness. We would want to have an offfice and when people want someone who they dislike disposed of. They come to are office. The prices would vary on how tough and the reason for the bounty on there head. If a wizard could kindly sponser this it would be very appreciated. This would not be abused either. We would usee the rules mostly and we will decompose of anyone.. If anyoone likes the idea say so. Later people may join but not right now. -------------------------- Message 454 from *ideas (#504): Date: Sat Aug 3 21:49:24 1996 CDT From: Venom (#9857) To: *ideas (#504) Subject: re:assassins idea I think that an office of assassins would be cool. -------------------------- Message 455 from *ideas (#504): Date: Sun Aug 4 11:14:18 1996 CDT From: HawkEye (#13678) To: *ideas (#504) Subject: Unarmed I was wondering Quinn can you make the unarmed have fist and feet? hawk -------------------------- Message 456 from *ideas (#504): Date: Sun Aug 4 12:56:57 1996 CDT From: Assassin (#9870) To: *ideas (#504) Subject: Execution. Sorry boys and girls. I have to object to this little thing that aurion said. I am innocent as a bee.(whatever the hell that means). Im not going to be executed thats a promise. Also if any of you havent clued in yet. The veiwpad says im wanted. but if you read it realllll close you'll see it says theres a little out of order sign on it WHICH MEANS THERE IS NOP REWARD:). SO stop the questioning me its nervracking. Your neighbourhood Bounty Hunter Assassin -------------------------- Message 457 from *ideas (#504): Date: Sun Aug 4 12:58:16 1996 CDT From: Assassin (#9870) To: *ideas (#504) Subject: re:execution That last amil was maent for *tps Sorry bout that,;( -------------------------- Message 458 from *ideas (#504): Date: Wed Aug 7 00:28:19 1996 CDT From: Darkhawk (#5041) To: *ideas (#504) Subject: Chimmy Call me freakin silly, I love the reactors they do make it a challenge, cept there is nothing more annoying than a violent chimaera, this coming from a violent guy himself, now in no way am i scared of chim, but i am scared of that 1 in fifty chance he'll kill you in one shot, thats all i gotta say, and sorry this typing is all over the place, i assure you it was in place while i typed, anyways your all smart, I hope, you'll figure out what I am trying to say -Darkhawk -------------------------- Message 459 from *ideas (#504): Date: Wed Aug 7 23:43:36 1996 CDT From: Naxos (#9972) To: *ideas (#504) Subject: The official GhostMOO helpers! Yes! if the Wizards okay this we will have a group of especially helpful rpg's who can people get started! Usage will be page , basically helpers picked by wizzen may then answer the newbie oocly in distress! Sure this will help those out there who need to get a clue, and I'm so so many of you want to help! ;) Don't know how to do it but for those who suffer on lambdaMOO, ya might know they have helpers there too, just a suggestion. Hope this works, thanks for reading! ;) --Naxos, the helpful subbie. -------------------------- Message 460 from *ideas (#504): Date: Thu Aug 8 09:39:17 1996 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: Help line Perhaps it would be easier to have a page line set up for that exclusively. Somewhat like a comm unit. And those people who want to monitor it can do so. Allowing more of a group help then just one or two people. -------------------------- Message 461 from *ideas (#504): Date: Thu Aug 8 22:00:02 1996 CDT From: Naxos (#9972) To: *ideas (#504) that'll work! a help comm channel =) thanks Kynwal! easier to make too ;) -------------------------- Message 462 from *ideas (#504): Date: Sat Aug 10 20:49:21 1996 CDT From: Synge (#12541) To: *ideas (#504) Subject: the helipad thingies... I WANT THEM BACK! I hate waiting for a stupid helicopter, and then having to wait to get back. thanks, Synge -------------------------- Message 463 from *ideas (#504): Date: Sun Aug 11 00:25:32 1996 CDT From: Aurion (#10706) To: *ideas (#504) hey here's a new idea, a new crystals perk, ya can temporarily boost a stat or skill with them, like 10 crystals give 1 point in bladed, so 100 gives a 10 point boost temporarily? ;) -------------------------- Message 464 from *ideas (#504): Date: Sun Aug 11 17:05:30 1996 CDT From: Venom (#9857) To: *ideas (#504) Subject: The new transport station No offence but i think it is a pain in the ass. Sorry but when you have to wait around 3 minutes to get to ghostwheel i think that is stupid. It slows down the game and the people. It is a good idea and thought but i think maybe the planes should travel alllooot faster so it olny takes 2 seconds to get there. It is good for new genesis (kind of) but when your regular places take so long to get to it isnt fun and you just get bored and log off. Maybe just leave the thing for new places that are far away but leave the places that were original at the helipad. It is like real life going from one place to another, but usually if someone wanted to travel a little ways it is alot faster. It would be more real life being on the playing field and rping other than sitting in a helicopter. Please make it faster. Or change it back to how it was. Just an idea. -------------------------- Message 465 from *ideas (#504): Date: Sun Aug 11 17:18:05 1996 CDT From: Yjezra (#5288) To: *ideas (#504) Subject: New Transportation System New system is Great! Makes things more realistic, tho some of the places should take a bit longer I think. Those players that seem to be complaining might be those wh want a quick escape. -------------------------- Message 466 from *ideas (#504): Date: Sun Aug 11 17:38:38 1996 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: New transport I like it better then the instant take off we had before. -------------------------- Message 467 from *ideas (#504): Date: Sun Aug 11 17:49:49 1996 CDT From: Baltisaar (#10734) To: *ideas (#504) Subject: New transport. I like the new system, with one exception: Its command structure for the computer is rather... complex... Can we possibly have an abbreviated command set, for those of us who are typing impaired? ::grin:: Baltisaar -------------------------- Message 468 from *ideas (#504): Date: Sun Aug 11 17:50:44 1996 CDT From: Venom (#9857) To: *ideas (#504) Subject: transportation The thought is good yes and it is very good idea but give me a break some of us dont want to spend are time in the copters. What are we supposed to do in the helicopters? Pick are noses? I know like everyone else it kind of brings us a little for towards reality but still if you want to go get some eqipment in jizo it takes you 2 minutes to get there and your only there for 10 seconds. i can see the people who likes it point of view. But i for one can only go on for a certain amount of time at a time so when i waste half of it travellling in helicoptersi think it is a waste. OOC-(No OFFENCE TO THE WIZARDs) but wizards can gate so it doesnt take them time to get to places ooc. I mean when im ic i can see the helicopters but not ooc. PLease reconsider to speed up the travels not to make it longer... -------------------------- Message 469 from *ideas (#504): Date: Sun Aug 11 17:55:29 1996 CDT From: Kynwal (#1610) To: *ideas (#504) Subject: Wiz and gating Just a little note that our $player alts cannot portal or gate or any other form of quick movement. They have to use the system that is in place. Comparing this new system to the wizard privelege of being able to go anywhere is not a good one. -------------------------- Message 470 from *ideas (#504): Date: Sun Aug 11 18:50:24 1996 CDT From: Mulder (#709) To: *ideas (#504) Subject: Times in the transport system How long it takes you to get from point A to point B in the transportation system is based on Nebulas work in calculating distances from R/T. These distances (in kilometers) are factored against the speed of the ship (yes, some are faster than others), which gives you the total distance. If you're traveling from R/T to Jizo you are, in effect, crossing half of the US. And hey, the wait times used to be _longer_. -------------------------- Message 471 from *ideas (#504): Date: Sun Aug 11 19:14:18 1996 CDT From: Moonheart (#6143) To: *ideas (#504) Subject: Dragons Dragon flight is much to fast now compared to the ships.....if jizo is across the country form the RT building no way they should be able to get around so fast... Mnht -------------------------- Message 472 from *ideas (#504): Date: Sun Aug 11 19:17:28 1996 CDT From: Demon (#6613) To: *ideas (#504) Subject: I agree There is to much stuff that would have to be recoded and it is a great inconvienience. I agree that the programming done on the helicopters was spectacular but its making it boring although taking 2 minutes to get to an area doesn't seem like alot but it is when your only allowed on the net for an hour each day. It's gonna make all the areas once popular no different than what toosay island is like. No one uses it baecause "who wants to wait so long to go somewhere for 5 minutes" Im asking you to please add the exits back although its fun for new genesis its too confusing/inconvienient and REALLY ANNOYING -------------------------- Message 473 from *ideas (#504): Date: Sun Aug 11 19:18:30 1996 CDT From: Moonheart (#6143) To: *ideas (#504) Subject: Ships Hey I like the ships ..other then my bad typing skills I don't have a problem with them . Mnht -------------------------- Message 474 from *ideas (#504): Date: Sun Aug 11 19:21:46 1996 CDT From: Mulder (#709) To: *ideas (#504) Subject: Dragon flight Yes, dragons are entirely too fast, and yes, no doubt that'll be abused. A similar system to the transportation system was requested for the dragons, but I don't really have time to do it. Eventually, sky should be coded, and it should take longer for dragons to get from point A to point B than anybody using the transportation system. -------------------------- Message 475 from *ideas (#504): Date: Sun Aug 11 19:38:06 1996 CDT From: Red_Fang (#5907) To: *ideas (#504) Subject: Transportation system I love it!!!! and for those who think its boring think of the posiblitys of rp in them.. Tempest and I make out in them all the time which is really cool.. I also think that it would be nice to have a stewardest in them for drinks and such.. maybe even peanuts! Its not that slow and adds more realizim to the game, also keeps idiots from spamming you on the helipad going from one exit to the next like it was just across the room. Also, if your running from someone you can jump in a waiting ship if its there and if your fast enough really evade, or if they catch up to you.. have a brawl in them.. they can be fought in. Well, enough of my thoughts.. program a few keys to do the "computer, set course to and engage.. wil lsave you a headache.. also its push request on pod which is a handy key. Robert -------------------------- Message 476 from *ideas (#504): Date: Mon Aug 12 00:02:33 1996 CDT From: Carrie (#12014) To: *ideas (#504) Subject: Dragon Flight. Good grief, all I can say is all that sounds like to me is 'We have to put up with this so everyone else does too.' childish mentality. I agree that a system should also exist for the DRs, but not for a reason so silly as that. Yseult -------------------------- Message 477 from *ideas (#504): Date: Mon Aug 12 00:03:44 1996 CDT From: Carrie (#12014) To: *ideas (#504) Subject: And you know what? I'm an idiot sometimes. Please tell Carrie's player that I forgot I was logging her on. She's going to kill me when she sees the last post. Yseult -------------------------- Message 478 from *ideas (#504): Date: Mon Aug 12 00:06:24 1996 CDT From: Strafe (#12217) To: *ideas (#504) Subject: Shuttles Hey, this things cool! Red's right on...take company with you. I'm usually with DarkAngel, and trust me...I'm never bored! :) Let's keep this thing going. :) Strafe -------------------------- Message 479 from *ideas (#504): Date: Mon Aug 12 00:17:03 1996 CDT From: DemonWolf (#13247) To: *ideas (#504) Subject: Boosting It seems very hard to boost anymore...! actually I havent boosted in quite awhile" which has indicated to me that some of the wizzes have changed it, could you" please explain why this has happened? and If its at all possible could you," please reset it, so that its not so hard...??" " Thank you" " Demonwolf" -------------------------- Message 480 from *ideas (#504): Date: Mon Aug 12 00:31:21 1996 CDT From: Ryft (#13665) To: *ideas (#504) Subject: New Changes Whats happened to Boosting... I understand that this is a Social and RolePlaying site... BUT its a bit hard to roleplay when its going to divide into two groups ...those with High stats (the older players) and the new players with Low stats who are never ever going to be able to even hit the higher players, while they can knock you out without worrying about you building up and giving them hell later... I agree that coded skills shouldn't be the most important part of this site, but it WILL become so if you practically freeze everyone's skills.... with skills boostable revenges can be taken out. Boosting isn't a BAD thing... it STOPS players getting cocky because they have high skills and attacking without recourse.... Anyway, it may just be a glitch, I don't know, could someone please explain whats happening... Thanks, Ryft :) PS. I like the idea of the new travel system in reguards to roleplaying, bit it seems to also make the place seem more empty during quieter periods with less people running in and out... maybe reducing the time or having the easy to use links (like before) but adding a delay.... anyway, just something to think about... as was said eariler some people only connect on for limited periods each day.... -------------------------- Message 481 from *ideas (#504): Date: Mon Aug 12 00:42:26 1996 CDT From: Strafe (#12217) To: *ideas (#504) Subject: Ryft's Right on Ryft! Now, I'm pretty much into RolePlay myself...but combat is fairly important. And if the super players can bash us around without any fear of reprisal...yeesh. Strafe -------------------------- Message 482 from *ideas (#504): Date: Mon Aug 12 14:43:41 1996 CDT From: Synge (#12541) To: *ideas (#504) Subject: The deal with the powerful dragon. Dragons are pets are they not? then why don't they have to boost just like any old pet. They have great strength, and can stun in one hit. but my pet's stats suck! my opinion, -=Synge=- -------------------------- Message 483 from *ideas (#504): Date: Mon Aug 12 14:49:57 1996 CDT From: Carrie (#12014) To: *ideas (#504) Subject: (Yes, this is the real Carrie this time.) Er, Synge, I hate to say it, but whatever your pet is, is it as big as a dragon? Dragons are not pets, at least that's the impression I've gotten. Read 'game dragonrider note' (I think that's it). I think it states in there that Dragons are not pets, but like another character. Ok, I was wrong it's in 'game dragon colors'. Sorry 'bout that. Carrie -------------------------- Message 484 from *ideas (#504): Date: Mon Aug 12 14:53:44 1996 CDT From: Synge (#12541) To: *ideas (#504) Subject: forget that damned post I made. Forget that post I made. Nothing is fair, and that's that. even though my pet is not powerful, he can still hold his own against an animal. and that's what counts eh? -- --==Synge==-- -------------------------- Message 485 from *ideas (#504): Date: Mon Aug 12 14:56:21 1996 CDT From: Carrie (#12014) To: *ideas (#504) Subject: Um, ok... I see, you want a pet that is probably 20X smaller than a dragon to have the same stats as a dragon? And you call that fair? Or have a dragon that is oh, 100 feet long have the same stats as a dog? Er, ok....if you say so. To be honest, you sound like a spoiled child, Synge. Grow up. Carrie -------------------------- Message 486 from *ideas (#504): Date: Mon Aug 12 14:57:59 1996 CDT From: Synge (#12541) To: *ideas (#504) Subject: I resent that... I resent that last remark carrie. I am not a child. I want a dragon to start with 0 of everything, just like my pet did, and boost them just like I did, that's all I was saying. that dragons start with a set amount of skills, and pets just start with 0 of everything. =-Synge-= -------------------------- Message 487 from *ideas (#504): Date: Mon Aug 12 15:00:52 1996 CDT From: Carrie (#12014) To: *ideas (#504) Subject: Dragons again. I'm outta my element on this one, so I'm not going to comment further, but I think the reason dragons start with stats is that they are not 'pets' as you keep referring to them as, Synge. Ask a DR sometime. I'm outta this argument. Carrie -------------------------- Message 488 from *ideas (#504): Date: Mon Aug 12 15:01:27 1996 CDT From: Cheetah (#12402) To: *ideas (#504) Subject: Ugh.. Sheesh! *ideas is turning into *flames! Synge, your being silly. Dragons, in MY opinion, SHOULD be much stronger, and have some pre-set skills. I mean, they are for Dragon riders, a specific class of players on here, and are obviously NOT pets. DR's spend 50 points on their .sheet to be a Dragon Rider.. Think of dragons as a class advantage, not pets.. --Cheetah (My 2.5 bytes worth) -------------------------- Message 489 from *ideas (#504): Date: Mon Aug 12 15:03:26 1996 CDT From: Synge (#12541) To: *ideas (#504) Subject: I'm outta this arguement. This arguement sucks, everyone is crying about why a dragon KOed someone without cause, and I finally put my 2 bits in, and they chew me out, and praise the beast! I don't get this! --???-- =-synge=- o.O -------------------------- Message 490 from *ideas (#504): Date: Mon Aug 12 16:47:40 1996 CDT From: Yjezra (#5288) To: *ideas (#504) Subject: Re post 482 No, Synge, Dragon's are NOT players. I spoke to you of this when you first asked about becoming a DR. I explained Then that Dragon's are a second character for the Rider. They are played with their own personality, feelings and motivations. They are Not pets. The rider has to RP his/her char the 'Rider' and his/her character the 'Dragon'. Pets if are combat, need to go to jizo and start with mini's, then advancve to larger creatures. If Not combat beastie, there is no reason to 'spar' or boost their skills. -------------------------- Message 491 from *ideas (#504): Date: Fri Aug 16 17:28:07 1996 CDT From: Moonheart (#6143) To: *ideas (#504) Subject: newbies Might it be a godo idea to start newbies on jizo now ? ..since it's rather hard to figure out the ships if your clueless ? Mnht -------------------------- Message 492 from *ideas (#504): Date: Tue Aug 20 21:27:08 1996 CDT From: Ygrisydryll (#10625) To: *ideas (#504) hey bow about a yes or no question in the stat chamber when you type @reroll, or @reroll!? -------------------------- Message 493 from *ideas (#504): Date: Tue Aug 20 21:32:42 1996 CDT From: Red_Fang (#5907) To: *ideas (#504) Subject: Yggy's idea REally, I had a nightmare I accidently @rerolled myself.. Talk about leting this stat thing get to you :) I'm a goof! Red -------------------------- Message 494 from *ideas (#504): Date: Tue Aug 20 21:33:29 1996 CDT From: Devon (#13677) To: *ideas (#504) heh heard Red's nightmare and got the idea ;) -------------------------- Message 495 from *ideas (#504): Date: Wed Aug 21 01:36:04 1996 CDT From: Delvish (#5888) To: *ideas (#504) Subject: Confirmation of @reroll Well, how 'bout apositive statement from a wiz? I like this idea. I'm sure that it doesn't happen by accident by any means, but its always nice to have the double action type handgun when yyou go to 'pull the trigger.' -- Delvish -------------------------- Message 496 from *ideas (#504): Date: Wed Aug 21 01:40:32 1996 CDT From: Yjezra (#5288) To: *ideas (#504) Oh, yes it can happen by accident. Happened to an alt of mine. Had good Atts..lost em. -------------------------- Message 497 from *ideas (#504): Date: Wed Aug 21 01:46:27 1996 CDT From: Delvish (#5888) To: *ideas (#504) Subject: Possible mistake Okay folks, how bout a mental seed value for those randomly associated dyslexics? Karcass pointed out that @recall and @reroll are pretty similar... Course it seems that some are ahead of this machine that grinds our hands to its bidding. I have been delusioned about my 'by any means' comment. -- Delvish -------------------------- Message 498 from *ideas (#504): Date: Wed Aug 21 09:34:42 1996 CDT From: Naxos (#9972) To: *ideas (#504) hehe, what about telling a newbie to @reroll, but missing the quote -------------------------- Message 499 from *ideas (#504): Date: Wed Aug 21 20:09:54 1996 CDT From: Salome (#10655) To: *ideas (#504) Subject: alrighty I have a rather interesting one .. dunno if you heard it already.. Forms off of the idea of the dr's ability to understand their dragon... i'd like perhaps to find a similar ability to understand animals (perhaps dragons excluded , or whatever ya'll wish) Would be slightly an interesting dealy.. i could encorporate it into my plan and such.. just don't wish to do that lest I know i can use it;) Salome -------------------------- Message 500 from *ideas (#504): Date: Fri Aug 23 17:16:32 1996 CDT From: Venom (#9857) To: *ideas (#504) Subject: Not an idea but a question. Where did the trapdoor go from in the sterile corridor is?????? Did i miss something again? A forgetful citizen --------------------------