Mirami2010-02-03 23:24:03
QUOTE (Arte @ Feb 3 2010, 01:41 PM) <{POST_SNAPBACK}>
Could beasts please be restored to full health/mana/spirit upon exiting the arena?
Yeah, I hate running out of beast-mana in the Arena and having it carry over...
Unknown2010-02-04 00:03:48
QUOTE (Genos @ Feb 4 2010, 12:20 AM) <{POST_SNAPBACK}>
Ability to see how much power you (and only you) have added/drawn for the past 6 days. Only reason I say this is because some times there's no one around to check how much was added. Also, it would cut down on the amount of people applying to be power aides who only use it to check their own power and do nothing else.
While I would personally love this - because I'm sometimes OCD about knowing how much I've put in, I think these mechanics exist - whether by design or by coincidence - to force player interaction and to solve problems by dealing with others. Not enough aides? Make your case to the Minister - "I'm around during this time of the month, and there are usually only 5 citizens on, of which, none are ever power aides. Would you consider aiding me so that I can not only solve my personal problem but also assist those citizens that are often forgotten about by the majority of the city?"
Again, I personally want the power, but it's a slippery slope when you start making things more able to be played as a single player game, and not a multiplayer game like is intended.
Atellus2010-02-04 04:31:12
QUOTE (AllergictoSabres @ Feb 3 2010, 04:03 PM) <{POST_SNAPBACK}>
Again, I personally want the power, but it's a slippery slope when you start making things more able to be played as a single player game, and not a multiplayer game like is intended.
I agree with your thinking here.
Perhaps just allowing you to LINK X FOR Y POWER would be nice. It does not address the exact issue but it would make things a bit easier.
Casilu2010-02-04 04:45:51
QUOTE (Atellus @ Feb 3 2010, 08:31 PM) <{POST_SNAPBACK}>
I agree with your thinking here.
Perhaps just allowing you to LINK X FOR Y POWER would be nice. It does not address the exact issue but it would make things a bit easier.
Perhaps just allowing you to LINK X FOR Y POWER would be nice. It does not address the exact issue but it would make things a bit easier.
Iasmos sells an autodraw script for 2 credits. There is a free version otherwise.
Atellus2010-02-04 05:00:38
QUOTE (casilu @ Feb 3 2010, 08:45 PM) <{POST_SNAPBACK}>
Iasmos sells an autodraw script for 2 credits. There is a free version otherwise.
It is trivial to make a script for this I know, but that does not mean it would not be nice to have. Heck you could make a script to auto track your power draw and addition so you could have your own personal power report.
I like the current trend that seems to be taking place that is trying to keep the complexity of the game in tact but reducing the dependence on external systems for things. The more common utility scrips that get built into the game the better.
Casilu2010-02-04 05:19:39
QUOTE (Atellus @ Feb 3 2010, 09:00 PM) <{POST_SNAPBACK}>
It is trivial to make a script for this I know, but that does not mean it would not be nice to have. Heck you could make a script to auto track your power draw and addition so you could have your own personal power report.
I like the current trend that seems to be taking place that is trying to keep the complexity of the game in tact but reducing the dependence on external systems for things. The more common utility scrips that get built into the game the better.
I like the current trend that seems to be taking place that is trying to keep the complexity of the game in tact but reducing the dependence on external systems for things. The more common utility scrips that get built into the game the better.
Not for Iasmos's credit supply! Support your coders!
Unknown2010-02-04 05:23:38
QUOTE (Atellus @ Feb 4 2010, 12:00 AM) <{POST_SNAPBACK}>
It is trivial to make a script for this I know, but that does not mean it would not be nice to have. Heck you could make a script to auto track your power draw and addition so you could have your own personal power report.
I like the current trend that seems to be taking place that is trying to keep the complexity of the game in tact but reducing the dependence on external systems for things. The more common utility scrips that get built into the game the better.
I like the current trend that seems to be taking place that is trying to keep the complexity of the game in tact but reducing the dependence on external systems for things. The more common utility scrips that get built into the game the better.
to some extent, I think having the common utility items in the game can be quite a good thing. But at some point, I think folks just have to do for themselves. Or pay others to do for them. And I haven't actually made any credits selling anything, so it's not like I've a vested interest in keeping it the way it is now per se.
Aerotan2010-02-04 09:36:28
WP
Ssaliss2010-02-04 11:02:43
QUOTE (Aerotan @ Feb 4 2010, 10:36 AM) <{POST_SNAPBACK}>
WP
Why would you need to weaponprobe a weapon left or right?
Unless you mean WP , in which case it falls under the "why not" category for me.
Barendur2010-02-04 18:01:30
Just some random thoughts on Herbs tradeskill and such. I just switched to herbs...thought might as well switch and make a bit of extra gold...but heres some ideas:
Strip harvesting sucks, I know there are ways around it, such as nature users guarding a room, but not everyone can do this. And ive found myself planting more plants than harvesting in some situations. So why not make it to where a plant will start to grow in its peak month. Like if someone strips every single kafe in a room, then in its peak month it will grow back. (not sure if this is the way it works already or not, but i doubt it). Or move the guard skill into herbs itself would help.
Make another mythical level skill that gives a chance (30%?) to grab two herbs at once when harvesting, because it is slow...
Some areas (like right now for me, forests) arent accessible, and so takes some skills in the skillset completely useless to every single herbalist (almost)...Like a Celestian harvesting earwort (will prob die) or me going to ethereal or trying to get into a forest for galingale and such...we need more neutral areas with forests/sea/whatever!
New skill that lets us hold over 2k herbs...because ive already went over this a couple times....take galingale for instance, it takes 800 (i think) for one health keg...if someone has an order for 3...(2400 galingale) then you have to hold 400, which you might get d/c or killed or whatever and have no choice but to drop....
Some of this is prob dumb, but im a dumb person so it suits this post /disclaimer
Strip harvesting sucks, I know there are ways around it, such as nature users guarding a room, but not everyone can do this. And ive found myself planting more plants than harvesting in some situations. So why not make it to where a plant will start to grow in its peak month. Like if someone strips every single kafe in a room, then in its peak month it will grow back. (not sure if this is the way it works already or not, but i doubt it). Or move the guard skill into herbs itself would help.
Make another mythical level skill that gives a chance (30%?) to grab two herbs at once when harvesting, because it is slow...
Some areas (like right now for me, forests) arent accessible, and so takes some skills in the skillset completely useless to every single herbalist (almost)...Like a Celestian harvesting earwort (will prob die) or me going to ethereal or trying to get into a forest for galingale and such...we need more neutral areas with forests/sea/whatever!
New skill that lets us hold over 2k herbs...because ive already went over this a couple times....take galingale for instance, it takes 800 (i think) for one health keg...if someone has an order for 3...(2400 galingale) then you have to hold 400, which you might get d/c or killed or whatever and have no choice but to drop....
Some of this is prob dumb, but im a dumb person so it suits this post /disclaimer
Unknown2010-02-04 18:13:36
Having been an herbalist for a very, very long time, I can safely say 'No' to all of these.
1. Strip harvesting isn't quite the big problem many believe it to be. Find multiple spots with the proper terrain and plant just a few in each. The maintenance required to keep a fair amount in stock is actually not so much.
2. If every last plant is stripped, one or two will randomly spring up when hibernation ends. We had a problem with not a single sparkleberry to replant way, way back when, and now there's a simple safeguard to that.
3. You can find the proper terrain in more places than you'd think, so keep exploring! Sure, the upper planes aren't accessible to all, but that's part of what makes those herbs so valuable. Even herbalists have to buy some herbs sometimes.
4. The gloves are how you harvest faster. And, it's the one artifact that pays for itself.
5. Pocketbelts. Or a shop.
1. Strip harvesting isn't quite the big problem many believe it to be. Find multiple spots with the proper terrain and plant just a few in each. The maintenance required to keep a fair amount in stock is actually not so much.
2. If every last plant is stripped, one or two will randomly spring up when hibernation ends. We had a problem with not a single sparkleberry to replant way, way back when, and now there's a simple safeguard to that.
3. You can find the proper terrain in more places than you'd think, so keep exploring! Sure, the upper planes aren't accessible to all, but that's part of what makes those herbs so valuable. Even herbalists have to buy some herbs sometimes.
4. The gloves are how you harvest faster. And, it's the one artifact that pays for itself.
5. Pocketbelts. Or a shop.
Kiradawea2010-02-04 20:27:22
QUOTE (Xiel @ Feb 3 2010, 09:31 AM) <{POST_SNAPBACK}>
But the designs, they call out to me.
-make more chicken nuggets-
-make more chicken nuggets-
Sorry for the slight hijack, but do you have to pay for the slots even if you don't use them?
Tervic2010-02-04 20:38:11
QUOTE (Kiradawea @ Feb 4 2010, 12:27 PM) <{POST_SNAPBACK}>
Sorry for the slight hijack, but do you have to pay for the slots even if you don't use them?
No, Xiel's just a submission-whore.
Xiel2010-02-04 21:02:28
QUOTE (Tervic @ Feb 4 2010, 12:38 PM) <{POST_SNAPBACK}>
No, Xiel's just a submission-whore.
You make that sound like a bad thing.
Arte2010-02-05 12:34:31
Here's an idea... achievements for reaching certain numbers of resolved bugs or typos. An incentive to document every little mess-up you stumble upon. Everybody wins.
Unknown2010-02-05 12:59:55
QUOTE (Arte @ Feb 5 2010, 07:34 AM) <{POST_SNAPBACK}>
Here's an idea... achievements for reaching certain numbers of resolved bugs or typos. An incentive to document every little mess-up you stumble upon. Everybody wins.
Unknown2010-02-05 14:07:53
Nice Dilbert find.
Aoife2010-02-05 15:08:18
QUOTE (Xiel @ Feb 4 2010, 04:02 PM) <{POST_SNAPBACK}>
You make that sound like a bad thing.
Do you seriously act as TM for 9 cartels?
Lendren2010-02-05 17:57:04
You know how you can't go into the editor to update projects and orghelps unless you're at full health, mana, and ego? How about if we make it so you have to be within 2% of full instead -- give us just a little slop? It's highly annoying to have to drop things like Performance to do a little minor paperwork, because the timing of the mana drain ticks versus regen ticks makes it so annoyingly hard to get your command in on the instant in between ticks -- even if you meditate first. And since the whole point of this is to prevent using it to get out of combat, a 2% fudge factor (or even a 5% fudge factor) would not stop it doing that.
Unknown2010-02-05 17:59:40
Word.