Return-Path: Received: from requiem.vv.com (IDENT:quinn@requiem.vv.com [206.27.96.69]) by requiem.vv.com (8.9.1a/8.8.5) with ESMTP id LAA27304 for ; Fri, 23 Oct 1998 11:52:06 -0400 Received: from mailhost.vv.com by requiem.vv.com (fetchmail-4.5.3 POP3) for (single-drop); Fri, 23 Oct 1998 11:52:06 EDT Received: from casper.realtime.net (casper.realtime.com [205.238.128.161]) by eniac.vv.com (8.9.0.Beta5/8.9.0.Beta5) with ESMTP id LAA06701 for ; Fri, 23 Oct 1998 11:42:43 -0400 (EDT) Received: from casper.bga.com (localhost [127.0.0.1]) by casper.realtime.net (8.7.4/8.7.3) with SMTP id KAA22760 for ; Fri, 23 Oct 1998 10:47:49 -0500 Message-Id: <199810231547.KAA22760@casper.realtime.net> Date: Fri, 23 Oct 1998 10:47:47 -0400 From: "Quinn@GhostWheel" To: quinn@netsville.com Subject: GhostWheel Message(s) 1118 - 1175 from *ideas (#504) X-Mail-Agent: GhostWheel (casper.bga.com 6969) X-Mozilla-Status: 8001 X-Mozilla-Status2: 00000000 Message 1118 from *ideas (#504): Date: Tue Aug 25 15:49:10 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: New att bonuses I like the new way att bonuses are handled, with the exception of the steep scale of the curve. +26 for an 82 stat vs +100 for a 100 stat seems a bit out of proportion. Granted, it takes more crystals to rise from 90 to 100, but since death lowers your atts back to 100, maybe the really steep part of the curve should just come after the 100's? In a game where stats are already incredibly diverse, and with new fatigue rules that make it really hard for newbies to eat the crystals to catch up and/or spar their stats, it seems to me that things have taken a step in the wrong direction, keeping the established players well on top of any newbies trying to rise. I'm not arguing the established players -shouldn't- be on top.. hell, they've earned it, but do they really need the help all these changes is giving them? P.S.- I'm against leveling, too. Ewww. -------------------------- Message 1119 from *ideas (#504): Date: Tue Aug 25 19:25:39 1998 CDT From: Sater (#4919) To: *ideas (#504) Subject: Losing stats/atts when dying Should be taken out so it encourages more eople to RP and fight. -------------------------- Message 1120 from *ideas (#504): Date: Tue Aug 25 19:29:43 1998 CDT From: Oberon (#22725) To: *ideas (#504) Subject: re:last And then tons of hiugh statted player can go on killing sprees because they have no reason to be scared of death. -------------------------- Message 1121 from *ideas (#504): Date: Tue Aug 25 19:32:34 1998 CDT From: Rathe (#14172) To: *ideas (#504) I go on killing sprees all the time.. -------------------------- Message 1122 from *ideas (#504): Date: Wed Aug 26 00:05:29 1998 CDT From: Caffeenid (#20542) To: *ideas (#504) Subject: Re: 1120 Believe it or not, not all of the high-statted characters go on killing sprees. One of the characters I run is in several of the top-10's, and is still a PC. Not 'cause of 'forgive', either. *grumble* -------------------------- Message 1123 from *ideas (#504): Date: Wed Aug 26 00:06:26 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: 1120 Not to mention, the high statted players aren't scared of death anyway. Not like newbies are gonna get 'em if they decide to go on a killing spree, stat losses or no -------------------------- Message 1124 from *ideas (#504): Date: Wed Aug 26 01:17:32 1998 CDT From: Nomar (#17488) To: *ideas (#504) Subject: re 1114 Then it would be just like a mud. -------------------------- Message 1125 from *ideas (#504): Date: Wed Aug 26 09:06:15 1998 CDT From: Menroth (#14123) To: *ideas (#504) Subject: Idlers make it so you can only idle for like 1 day or 1 hour, . -------------------------- Message 1126 from *ideas (#504): Date: Wed Aug 26 09:14:39 1998 CDT From: Xiara (#14877) To: *ideas (#504) Subject: no thats evil. then it would be like cs where you have to connect every fracking 15 -20 min. Some of us enjoy our idling. -------------------------- Message 1127 from *ideas (#504): Date: Wed Aug 26 11:20:19 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: last I *gasp* agree with Xiara. But if you have a good reason, Menroth, please share! -------------------------- Message 1128 from *ideas (#504): Date: Wed Aug 26 11:36:12 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: Yeah, I know chainsaws are heavy, but... 5 swings with a chainsaw gave me 45 fatigue. Granted, they're heavy, but 5 more would probably make me pass out. Fatigue seems really cool in terms of player vs. player combat, but as far as hunting goes, it kind of detracts from the game. Hunting was already kind of mindless and took forever... now it takes MUCH longer. Maybe one solution (and I know it's not very good) is for fatigue only to be calculated when attacking players, and not ahabs. This way in the fights that actually -matter- fatigue is calculated, and we bypass the extra hours tacked on to hunting. Or, an even simpler solution would be to have fatigue disappear at a rate of 1 point every second or two... this would definitely be beneficial to anyone hunting or sparring. In hunting/sparring, you could pause for a few seconds to catch your breath. However, do this in player vs. player battle, and you'll probably end up dead. -------------------------- Message 1129 from *ideas (#504): Date: Wed Aug 26 11:42:06 1998 CDT From: Dante (#10660) To: *ideas (#504) Subject: Fatigue. been said before but I'll say it again. I like the system, it's not bad but it's making improving a skill from 0 to average truly impossible. Most newbies who I help are broke, I've already sparred two people just to average bladed and it cost me over 800 crystals. I find this kinda sad, but I don't think that fatigue is necessary with *every* swing, it should be a random effect, or perhaps with a higher strength it shouldn't even fatigue. I don't think that a dagger is that heavy to make you get tired from just swinging it at a person who isn't fighting back, the idea is to hone your skill, and as it is it's hard as hell just to get to average without the fatigue. Me personally? Devon has a 0 claw I plan to boost over a few days, it's going to take me a heck of alot of practice and I'm sure that I'm going to waste a few K of crystals. At the very least I think that fatigue shouldn't affect below average stats, it makes sense in a sort of methodical way of helping new players catch up to old ones. if that was done then i think the fatigue would be perfect, aside from hunting I haven't noticed a problem. ;) -------------------------- Message 1130 from *ideas (#504): Date: Wed Aug 26 12:16:57 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: Locked containers The ability to @trust others to open your locked containers. -------------------------- Message 1131 from *ideas (#504): Date: Wed Aug 26 12:35:46 1998 CDT From: Devon (#23970) To: *ideas (#504) Add tents to that also. -------------------------- Message 1132 from *ideas (#504): Date: Wed Aug 26 12:51:27 1998 CDT From: Xiara (#14877) To: *ideas (#504) Subject: Stupid i know But as i'm reading ( catching up over *db-issues, about the trusted feature weeding out non characters, could something be done similarly with the @gag function? *shrugs* more just a coded question. -------------------------- Message 1133 from *ideas (#504): Date: Wed Aug 26 13:37:45 1998 CDT From: Xiara (#14877) To: *ideas (#504) Subject: Thinking Climbable mountains to Mount URuken/Morlith. Every other section can be reached by multiple parties ( Submariners, mages ) except dragon areas. If its on a mount, I would think given the STR and End qualities of the character, they coul sustain a climb ( albiet a difficult one ) to the top of Mount Uruken or to the top of Morlith. X -------------------------- Message 1134 from *ideas (#504): Date: Wed Aug 26 13:38:29 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: last Hehe... and then the dragons can promply eat you upon arrival. -------------------------- Message 1135 from *ideas (#504): Date: Wed Aug 26 13:39:25 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: last Hehe... and then the dragons can promptly eat you upon arrival. -------------------------- Message 1136 from *ideas (#504): Date: Wed Aug 26 13:39:27 1998 CDT From: Oberon (#22725) To: *ideas (#504) Subject: "" Sounds good! -------------------------- Message 1137 from *ideas (#504): Date: Wed Aug 26 13:40:06 1998 CDT From: Xiara (#14877) To: *ideas (#504) Subject: I didn't say That the results would be profitable , but even for the hell of climbing *shrugs* I don't know. Add some damn adventure to this game. -------------------------- Message 1138 from *ideas (#504): Date: Wed Aug 26 13:56:17 1998 CDT From: Xiara (#14877) To: *ideas (#504) Subject: Also What about lo-tek ? How much Tech in general is incorporated here? -------------------------- Message 1139 from *ideas (#504): Date: Wed Aug 26 14:50:42 1998 CDT From: Styx (#1610) To: *ideas (#504) Subject: Climbing Uruken or Morlith Well that is if the mountains are climbable. And it would take a long ass time I figure. But if you want the chance of falling to your death (I imagine it would be a series of tests) from fatigue/slipping, I am sure something can be coded. -------------------------- Message 1140 from *ideas (#504): Date: Wed Aug 26 15:25:00 1998 CDT From: Xiara (#14877) To: *ideas (#504) Subject: take a long time Welll.... ITs a moutain, don't know how long a few rooms would be but hey, if you need help, i'll be happy to assist. And yes, if death is an issue /injury , whatnot, I think its a fair concept guys. You have to be able to climb it or hit safety or something, lest ye go poof. Something like the messages that the submariner water says if you dont' get enough air. -------------------------- Message 1141 from *ideas (#504): Date: Wed Aug 26 15:32:09 1998 CDT From: Nomar (#17488) To: *ideas (#504) Subject: Climbing the Mounts What if it was made so that if you have low atts (Endurance, Strength) that after a while you would fall off to your death. Then, objects like ropes, etc could be coded that would give you a better chance of climbing to the top of the mount. -------------------------- Message 1142 from *ideas (#504): Date: Wed Aug 26 15:46:24 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: Hehe I'm not opposed to the idea, but would just like to remind you all... Dragons are still gonna eat you when you get to the top. And don't try to tell me you're hauling a LAW up with you. -------------------------- Message 1143 from *ideas (#504): Date: Wed Aug 26 15:52:01 1998 CDT From: Styx (#1610) To: *ideas (#504) Subject: Another problem with mtn climbing People will not respect the boundaries of the various areas ICly. As in, people will wander up when no one is logged on and then wander around. Perhaps loot a few things. And please, don't try and tell me it won't happen. It has happened before. And will happen again. If there is a way to climb the Mounts then there will be code set on guards/dragons to auto-kill any intruders. (At least on Uruken there will be) -------------------------- Message 1144 from *ideas (#504): Date: Wed Aug 26 15:53:39 1998 CDT From: Xiara (#14877) To: *ideas (#504) Subject: So Fracking code it .. Don't sit there and say 'people will therefore don't '. As I said, every other class can be interceeded by every other class. Except dragons. Why should they be special ? Sides... last time i checked, if some num nut wants to kill a dragon they're virtually unkillable. *Cough* -------------------------- Message 1145 from *ideas (#504): Date: Wed Aug 26 15:53:58 1998 CDT From: Rathe (#14172) To: *ideas (#504) I'm carrying a law over my shoulder. -------------------------- Message 1146 from *ideas (#504): Date: Wed Aug 26 15:55:41 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: Xiara's.. But why waste time on virtually useless code? Let's get something useful going, like the bionics class. -------------------------- Message 1147 from *ideas (#504): Date: Wed Aug 26 15:56:41 1998 CDT From: Xiara (#14877) To: *ideas (#504) Subject: which probably will be hit with just as much dispute. i'm throwign ideas out and basically getting remarks like 'wah that will put us in danger ( rp ) . Thats why i'm objecting :) -------------------------- Message 1148 from *ideas (#504): Date: Wed Aug 26 15:56:57 1998 CDT From: Rathe (#14172) To: *ideas (#504) The bionics class is a much bigger project than putting in a little climbing code -------------------------- Message 1149 from *ideas (#504): Date: Wed Aug 26 15:58:23 1998 CDT From: Kzin (#5800) To: *ideas (#504) Subject: Heh Bionics IS CODED. Does nobody read the posts anymore? It's merely not implimented. Sheesh. People. -------------------------- Message 1150 from *ideas (#504): Date: Wed Aug 26 15:58:35 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: Erm I think it's the climbers that would be in danger. And I don't see the code being useful, except for what Styx mentioned, in which case, unless you set up some really twinkish triggers and have a few law rockets to spare, you're just gonna get eaten anyway. But I'll shut up now, I've stated my opinion. 3 times. -------------------------- Message 1151 from *ideas (#504): Date: Wed Aug 26 17:01:42 1998 CDT From: Breast_Fetishist (#16576) To: *ideas (#504) There are high-statted characters who don't go on killing sprees? I'm ashamed of you all. -------------------------- Message 1152 from *ideas (#504): Date: Thu Aug 27 16:46:12 1998 CDT From: Breast_Fetishist (#16576) To: *ideas (#504) A new mailing list to announce leaving GhostWheel that would give someone 7 days to log back in or get reaped. -------------------------- Message 1153 from *ideas (#504): Date: Fri Aug 28 08:57:52 1998 CDT From: Quinn (#2) To: *ideas (#504) Subject: weapon mods Right now, weapons have "hard" bonuses and penalties which usually span between -25..25. This can easily lead to the individual bonuses being completely useless at higher levels. For example, the -25 attack mod of a chainsaw isn't going to mean squat to someone with an 800 bladed skill. My idear is to make attack_mod, dodge_mod, parry_with and parry_against percentages which affect your actual skill. So, for example, if a chainsaw had an attack mod of 50%, your skill would be halved when using it. Conversely, if an exceptionally well made (imperial katana) or easily used (baseball) weapon was used, your skill would actually be higher when using it. I'd also like to multiply the values for slowness so that we have more room to move around. Hell, we might even see the original benefit of multiple attacks per round for very slow/fast attacks. I think this could really add some life to weaponsmithing, making each more unique than they currently are. Feel free to send comments directly to this list. -------------------------- Message 1154 from *ideas (#504): Date: Sat Aug 29 05:13:38 1998 CDT From: Red_Fang (#5907) To: *Chat (#5391) and *ideas (#504) Subject: For Sale ad Posts Think it would be a good idea to ban the posting of For Sale posts for ic items. Swords and other weapons are part of the game and should only be transfered icly from one player to another. These posts just serve to move one hord of items from one player to another. If you have things you want to get rid of icly post to *storylines that you will be having a sale in the lounge or a auction.. Or post that you lost a item in the wilderness somewhere and wish to know if it is found. But posting to *chat that you are looking for or selling items is not IC and shouldn't be done. Rob -------------------------- Message 1155 from *ideas (#504): Date: Sun Aug 30 20:28:21 1998 CDT From: Anubis (#22578) To: *ideas (#504) Subject: Hell I think there needs to be an exit out of hell, because right now the only way out is to port, if two people were in hell at the same time they would never be able to leave unless they bugged a GM or the like. Just some post death ranting. thank you. -------------------------- Message 1156 from *ideas (#504): Date: Sun Aug 30 20:29:08 1998 CDT From: Yeullan (#19204) To: *ideas (#504) Subject: hell I think Anubis is trying to say that Hell should be IC-NEUTRAL -------------------------- Message 1157 from *ideas (#504): Date: Sun Aug 30 20:29:44 1998 CDT From: Anubis (#22578) To: *ideas (#504) Yeah, that works. -------------------------- Message 1158 from *ideas (#504): Date: Wed Sep 2 14:15:42 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: *sb Bring back Sounding Board :) -------------------------- Message 1159 from *ideas (#504): Date: Wed Sep 2 17:43:01 1998 CDT From: Foot_Fetishist (#16576) To: *ideas (#504) Make bulletin boards, like the refrigerator on Lambda and on other MUSHes, that can be created and used by characters to espouse their beliefs or opinions. -------------------------- Message 1160 from *ideas (#504): Date: Thu Sep 3 17:11:52 1998 CDT From: Foot_Fetishist (#16576) To: *ideas (#504) Idle fishing for GhostWheel. -------------------------- Message 1161 from *ideas (#504): Date: Thu Sep 3 17:18:09 1998 CDT From: Mulder (#709) To: *ideas (#504) Over my dead fucking body. -------------------------- Message 1162 from *ideas (#504): Date: Thu Sep 3 18:03:50 1998 CDT From: Xiara (#14877) To: *ideas (#504) Subject: *laugh* That is hillariously funny. IDlefishing! please! Muldie!!! I could rack up serious pointage on you :) -------------------------- Message 1163 from *ideas (#504): Date: Thu Sep 3 23:41:03 1998 CDT From: Durandal (#23874) To: *ideas (#504) Brass knuckles. Come on, a simple weapon for boosting brawl, melee, etc. Slightly increased damage, but mostly for the purpose of boosting melee... after all, I've heard that every combat skill except for bite can be emulated with a weapon, so why not brawl? -------------------------- Message 1164 from *ideas (#504): Date: Fri Sep 4 23:06:59 1998 CDT From: Durandal (#23874) To: *ideas (#504) Here's a nice idea: Another staff member to take care of recombs. As far as I know, Quinn is the only person with the privilege to grant characters recomb status... and I also know of at _least_ five or six new players in the past few weeks who are seeking recomb status. -------------------------- Message 1165 from *ideas (#504): Date: Fri Sep 4 23:07:54 1998 CDT From: Mikaera (#24590) To: *ideas (#504) I second that opinion. Yay. -------------------------- Message 1167 from *ideas (#504): Date: Fri Sep 4 23:08:36 1998 CDT From: Rathe (#14172) To: *ideas (#504) I want to be a multicolored love wombat recomb. -------------------------- Message 1168 from *ideas (#504): Date: Wed Sep 9 21:13:01 1998 CDT From: Dante (#10660) To: *ideas (#504) Subject: Make the highest stat 75 again, it's bad with 85. I seriously haven't heard anything but complaints with the new system. Was helping one today after asked how to get a more rounded roll and since the total points were lowered I don't think anyone wants a max stat of 85. &5 was good enough in my opinion so I think it should be changed back, one high and too many lows is worse then a few okays and a few lows. -------------------------- Message 1169 from *ideas (#504): Date: Thu Sep 10 00:31:18 1998 CDT From: Red_Fang (#5907) To: *ideas (#504) Subject: An Idea Lets all beat Dante within a inch of his life.. -------------------------- Message 1170 from *ideas (#504): Date: Tue Sep 15 22:31:24 1998 CDT From: Bishamon (#23011) To: *ideas (#504) Subject: Guard Currently it works for one attack, then it is disabled. Perhaps it can work like ambush, disallowing the $player in question from performing any other actions until he stops guarding. -------------------------- Message 1171 from *ideas (#504): Date: Wed Sep 16 17:59:34 1998 CDT From: Devon (#23970) To: *ideas (#504) Subject: PK When someone rerolls, if someone needs to still seek their forgiveness then it should be removed, if this is possible. -------------------------- Message 1172 from *ideas (#504): Date: Fri Sep 18 09:14:59 1998 CDT From: Sterno (#21938) To: *ideas (#504) Subject: Fatigue How about a spell, kind of like restore, that cures fatigue? Like restore, it could only be useable on people other than the mage. -------------------------- Message 1173 from *ideas (#504): Date: Fri Sep 18 11:04:58 1998 CDT From: Quinn (#2) To: *ideas (#504) Subject: skill changes I'm considering a change in how bonuses are applied. Basically, if you have a bonus of +800 in a skill, only the first 100 points are applied as a "hard" modifier. A random portion of the rest is applied to your roll. In MOOspeak: hard = min(total, 100); soft = random(max(total - hard, 1)); bonus = hard + soft; I come to this point after watching some combat stats and seeing that for higher-level characters there is a miniscule variance in skill resolution results. Someone with a +800 usually rolls an 812, 806, 804. It's meaningless. Thus, this proposal. Comments expected and appreciated. -------------------------- Message 1174 from *ideas (#504): Date: Tue Sep 22 13:18:04 1998 CDT From: Dante (#10660) To: *ideas (#504) Subject: @gag. Make it so that if you gag someone, they can't mail you. -------------------------- Message 1175 from *ideas (#504): Date: Tue Sep 22 13:53:28 1998 CDT From: Rathe (#14172) To: *ideas (#504) Better idea - Re-impliment the @refuse system, so we can refuse mail, pages, beeps, etc from specific people --------------------------