![]() | Summary, progress and what's been posted.![]() |
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XP loss:
It was suggested by Teresa that the xp loss upon death be lowered. The
exp on death will be re-evaluated when the change to the xp scale is
implemented.
Manipulating objects when it's dark/when blind:
This is currently on the coding TODO list, though we're not sure of
some of the exact implementation considerations (whether you should be
able to remove objects in any slot, only held slots, etc.
Clan-only channel:
We have enough channels already, and chat can be used for anything until
an immort deems it necessary that it has its own conference.
Make staff:
Make staff staves and mage-created illusionary weapons exceed the specs
for normal weapons. The make staff weapons can reach a quality of five and
damage two points greater than their wield-weight (which, under this
combat system is significant).
Glowing roots:
The timer has been extended on glowing roots so they do not decay as
quickly. Thinking that this wasn't enough, create mages were also given
the ability to declare the size of the meal they were creating with
the 'create meal' spell.
Spells affecting con:
We've considered making this part of the plague spell (a spell that
reduces con like weakness or clumsy reduces strength or dex,
respectively). However the plague spell currently doesn't have a timer,
and this is considered fairly low-priority, look for it being discussed
in the future.
Times games/events etc are run
Currently the majority of immortals live in the united states. Because of
this and the fact that most of them work, many on weekends or at odd times
games and other mudwide events have to be run at the responsible
immortal's available times. We are looking for ways to remedy this and
increase online coverage to all hours.
Cooking food other than filets:
Lots of code for little reward, basically, is why we don't implement this.
I'm sure with skill trees many of the skills such as cooking will get a
bit of an overhaul and may include some more functionality.
The mind req for fight skills:
I think some rather good arguments were thrown in both directions as to
whether or not there should be a mind requirement for fighting stats.
Actually, as fighters, if we were to take out this mind req, pure fighters
could ignore three entire stats, to enhance fighting ability since
perception really only influences a few fight skills and adds only a
small amount to some of the others. Mages, on the other hand, must carry
40's in 3 stats, 60 in one (though to be as effective a mage as one is
a fighter, they need 90 to 100 mind to reap all the benefits plus
increase the number of times they can perform spells -- fighters have
no cost for the skills they use), plus have enough strength to walk around,
truly a mage can give up at most one, maybe two stats, and that's not
including a fight stat. For now, the mind requirement will stay, and
be re-evaluated when skilltrees proper is implemented, as some of the
higher and more sophisticated fight skills will more than likely require
higher mind or other combinations of high stats.
Crashes and losing eq:
The only way you should be able to lose eq any more is if you autorent
overrent. There are certain circumstances where a corruption in the char
list in which case characters are not saved. But there are currently
three separate, independantly operating, nearly redunant functions
in place to keep people from losing EQ unfairly. HOWEVER, it is up to
the player to stay UNDER RENT. In the case that any of these methods
should fail, reimburses are not allowed. Losing eq to a bug in the game
is often allowed a reimburse, and by that we mean if there is a bug in
a mob act or something that causes eq to be lost (the lion eating
people's full corpses if they died while he was entranced bug, etc).
Anytime you lose eq by what you believe to be a bug, you have the right
to file a reimburse request with the adminstration department. They
evaluate each case on an individual basis.
Mort reported bugs/suggestions:
We are increasing our efforts to acknowledge and standardize rewards for
mort reported bugs (hence things like this post). I personally have gone
through my mudmail a few times recently and responded to all suggestions
and bug reports and rewarded some of them. Look for policy to be posted
sometime in the future on the general guidelines we use to reward such
ideas (these guidelines, as of this writing, have not fully been formed).
Perception and its affects:
Since the changing of the fight system and peception losing many of its
combat influence, some of this has been added back in. Perception now
affects many defensive capabilities (parrying, dodging, etc) and at
high ranges also affects ac and hitroll. Some skills (mostly non-fight)
have been reworked to include more perception elements. Look for
perception to have new skills possibly soon, but definitely with
skilltrees. Backstab was also fixed and altered to add more of a perception
element.
Dealing with harassment:
The gag and ungag functions have been implemented.
Mobs asking for prerequisites on skills:
Currently the cost and requirements for learning skills from mobs is
entirely up to the builder unless there are certain code restrictions
forcing a prerequisite. This will be a bit more standardized in skilltrees
but if a builder deeps that a given mob would like another skill learned
before a new skill is taught, they are free to do so.
Fleeing:
Fleeing hasn't changed in a long time, and probably won't. Most muds are
not as stat dependant as this one, and I'm really not sure how most deal
with the equations to flee. I won't dish out the exact formula, but dex
has quite a bit to do with it, as well as how many exits are in a room.
Strength and the fight skills:
Considering how many strength fighters there are about now, I'm not sure
that many agree with the fact that strenght isn't as strong as the others.
However we have already coded and are testing a new skill to be implemented
sometime in the near future.
Hit tables and how attacks are displayed:
Just a sort of ground rules for how the attack lines look:
1) Hit shots are shown as hits (odd that...)
2) Blocked shots are shown as hits
3) parried shots are shown as misses (hence how you can swing 5 times and
hit 0)
4) The 'managed to block an attack from' message will appear only once,
regardless of how many attacks are blocked.
5) The parry message will only appear once regardless of how many attacks
are parried.
6) blocked shots can still damage eq, but the the shot is effectively
blocked by a piece of eq, and no damage is taken from that attack.
7) There appear to be more 'hits' in pkill, though a good portion of these
hits are 'blocked shots'. Blocked shots are calculated on a figure
that's known as naked ac, which is the natural AC (for players 100)
with dexterity bonus of current dexterity, and level. It maxes at about
ac 25, which is very easy for high lvl players to hit, even if the
victim's ac is -100 or better.
Spell damage:
... is currently under review, though we have come to realize that
it may be a factor of the mana cost in the mana cost table as well for
ALL spells, not just damage spells.
-Ruf