From quinn@fazigu.org Mon Feb 16 13:38:36 2004 Return-path: Envelope-to: quinn@localhost Delivery-date: Mon, 16 Feb 2004 13:38:36 -0500 Received: from requiem ([127.0.0.1] helo=localhost ident=quinn) by requiem with esmtp (Exim 3.36 #1 (Debian)) id 1Asndc-0002Pr-00 for ; Mon, 16 Feb 2004 13:38:36 -0500 X-Original-To: quinn@netsville.com Delivered-To: quinn@netsville.com Received: from requiem [127.0.0.1] by localhost with POP3 (fetchmail-6.2.4) for quinn@localhost (single-drop); Mon, 16 Feb 2004 13:38:36 -0500 (EST) Received: from psmtp.com (exprod5mx65.postini.com [12.158.34.178]) by corpmail.netsville.com (Postfix) with SMTP id E96EA4BAD4 for ; Mon, 16 Feb 2004 13:41:35 -0500 (EST) Received: from source ([66.100.236.130]) by exprod5mx65.postini.com ([12.158.34.245]) with SMTP; Mon, 16 Feb 2004 10:41:35 PST Received: (qmail 9509 invoked from network); 16 Feb 2004 18:58:12 -0000 Received: from unknown (HELO moo.ghostmoo.org) (127.0.0.1) by localhost with SMTP; 16 Feb 2004 18:58:12 -0000 Date: Mon, 16 Feb 2004 12:58:12 -0400 From: "Quinn@Ghostwheel" To: quinn@netsville.com Subject: Ghostwheel Message(s) 2111 - 2123 from *ideas (#504) X-Mail-Agent: Ghostwheel (moo.ghostmoo.org 6969) Message-Id: <20040216184135.E96EA4BAD4@corpmail.netsville.com> X-Spam-Checker-Version: SpamAssassin 2.63 (2004-01-11) on requiem X-Spam-Level: X-Spam-Status: No, hits=-4.9 required=5.0 tests=BAYES_00 autolearn=ham version=2.63 Status: RO Content-Length: 9409 Lines: 247 Message 2111 from *ideas (#504): Date: Thu Dec 18 00:28:06 2003 CST From: Juxtapose (#17980) To: *ideas (#504) Subject: here's a slant :-) To stay away from ultimate mastery of everything we might need to remove the whole censes system. That alone will deter some from even wanting to try and it would keep others from being reminded that they couldn't stand up to someoen useing the same wepon back at them. I do see it's value in non-offensive skills like dodge and semi-offensive like melee, but in general its a "melting pot" once you hit "standard" your time is better spent elsewhere.. Now that I've attacked somethign we all like, here is my idea for a soultion.. make the seperate weapon skills learnable like the spells of this moo, forcing rp to get a teacher in that weapon class. I mean, really, just because your char finds a shotgun dosen't mean hes going to use it any different than a club. LOL untill he shoots his his arm off that is hehe One last slant, make the census not help someone untill they are 'taught' that weapon. "I await the flame" :-) -Jux -------------------------- Message 2112 from *ideas (#504): Date: Thu Dec 18 00:42:53 2003 CST From: DragonBabe (#5288) To: *ideas (#504) Subject: Re: ATTs and crystal eating I understand the basic underlying idea/reasoning of eating crystals to raise atts. That the 'ability/spirit/whatever' of the beastie/$character that died and with the corporal form becoming a little pile of crystals, and the crystals being the remains of the lifeforce that endows the one scarfing down the crystals to take in the essence that gives a boost to the scarf'ers atts rising.. I have seen from experience that the newbie char (unless helped by older characters) is at a disadvantage until they are able to survive to gain enough crystals to use the system of eating crystals to raise their atts. I would like to see that system disappear. It would be easier to maintain a cap on ATTS. Just my 2 centavos (Hope this made sense) -------------------------- Message 2113 from *ideas (#504): Date: Thu Dec 18 11:28:29 2003 CST From: Quinn (#2) To: *ideas (#504) The census/average stuff will have less meaning (if any) in the new system, where 100 will be the mortal max, as with attributes. The working plan is to allow advancement beyond 100, but all lost at death (perhaps mitigated by ones `total power.') -------------------------- Message 2114 from *ideas (#504): Date: Thu Dec 18 11:29:48 2003 CST From: Quinn (#2) To: *ideas (#504) I really like the teaching idea, whether by books or actual teachers. Maybe require some amount of real study to get initial points in a skill, or at certain rank milestones. -------------------------- Message 2115 from *ideas (#504): Date: Thu Dec 18 11:33:21 2003 CST From: Quinn (#2) To: *ideas (#504) Perception is a controlled by the individual senses, which are (minor) attributes. Considering the infrequent use of those smell, hearing, sight attributes, it might make sense to just fold them into a major attribute of Perception, or maybe sight hearing and smell could be "sub-attributes?" I'd still like to be able to make someone blind, deaf, or "hard of smelling", but that'd be quite a trick with the current core foundation (eg. how the hell to implement blindness when almost everything here is based on `look' descriptions?) -------------------------- Message 2116 from *ideas (#504): Date: Thu Dec 18 19:07:45 2003 CST From: Ceri (#24980) To: *ideas (#504) Subject: blindness Perhaps you could have two descriptions for everything. I have seen 'morphing rooms' that allow random descriptions. it shouldnt be too had to do. the object of the look command could look for a 0 or 1 say in sight, then return the description based on that value? Same for everything else like smell, sound. I would love to see that! it would also make from some more tiny scenery. but it would be offset with something new to see and do without creating more rooms etc. Just a thought. I also LOVE the idea of learning skills from books and players/teachers. Make it timed so they need to be learning the skill say a few days or weeks. For each increase in skill level it takes more time to learn?? Again this shouldn't be hard to code, but would require more rp time and ic time to gain mastery. I like it.... -------------------------- Message 2117 from *ideas (#504): Date: Thu Dec 18 19:19:50 2003 CST From: Fortitude (#24841) To: *ideas (#504) Subject: blindness That was my initial thought as well, but it would be a huge chore for someone, or even a group of someones, to go through the MOO making sure everything has 2 descriptions on it (whether it be a room, an object, or an exit). There are even parts of the R/T that are still named "Real/Time" even though the name was changed to "Ranger Tango" a while ago. And that's if you just want to go with blindness. To deal with loss of the other senses, we'd need to do messages for them as well. Sure, we already have @aroma, @taste, @sound, and @texture messages on objects, but very few builders ever set them. I think if we were ever going to get around to coding crippling, our time would be better spent coming up with a way to implement loss of limbs rather than eyesight. But that's getting away from the discussion on stats and atts, so I won't go any further with that. -------------------------- Message 2118 from *ideas (#504): Date: Thu Dec 18 19:19:58 2003 CST From: Dante (#10660) To: *ideas (#504) Subject: FOH EXAMPLE The medical book in the R/T. On a side note, 100 doesn't sound so terrible. But I think we'd need to revisit chargen again, like coming out of it with templates of set stats. Like the mage, recomb, swordsman, blunt fighter, whip fighter, gunslinger, etc. -------------------------- Message 2119 from *ideas (#504): Date: Thu Dec 18 19:24:12 2003 CST From: Dante (#10660) To: *ideas (#504) Subject: Oooh. Blindness sounds like a fun penalty, sort of link when you cripple upper mobility you can't use your arms, we could have more body 'mobility' types. So you could effectively blind someone. Another consideration is a coded stealth system, but that in itself would be difficult. These darkness, and invisibility could also be coded as spells, which sounds like a really neat idea if I say so ;) -------------------------- Message 2120 from *ideas (#504): Date: Thu Dec 18 19:35:50 2003 CST From: Rill (#37114) To: *ideas (#504) Subject: Question Quick question from the small and nearly silent 'Don't care but just stop talking about it already' faction. If (more likely 'when') there is a reroll/reset, are we going to be notified ahead of time as to when it will be, what immediate effects we'll see, etc.? Among other things, it sounds like the potential system is going to have to change (that or pot points will be severely devalued) so a day's notice to those who hoard pot points might be in order? Cheers, Rill -------------------------- Message 2121 from *ideas (#504): Date: Thu Dec 18 22:47:32 2003 CST From: Augustus (#18463) To: *ideas (#504) I'm no sure what kind of system we are heading for, and I am not very imaginative in that department but I really like the ideas that have been posted here lately. I just had one thing I thought might be an idea. However the system is set up to boost or advance, I think it should be on a once a day bases, where if you come on to play you earn a point or whatever to go towards advancing what you want to be. I think it could be more than that but it should be given in a one time shot this would keep timers and such from being used to get the points. If you are online and playing you get the points. And then maybe for people who can not be connected constantly that would be a more even thing. Then for those who can not be on for long periods of time I think a small percentage given if not logged in for that 24 hour period so at least some points are gained for age development. Like a teen growing into an adult and an adult growing older is naturally going to gain experience even if in a mundane existence. Example being a national guard person who works in a bank mostly then is called for active duty. They might not of had much combat experience in the banking field but they did grow in experience in how to handle things, then being active would increase the experience towards the combat situation. I think this would help older players who have gone off to find their lives here and there but eventually might want to come back and play and they won't be so far behind the rest as they left it. Anyhow, that is my thought. Rob -------------------------- Message 2122 from *ideas (#504): Date: Mon Dec 22 13:52:44 2003 CST From: Quinn (#2) To: *ideas (#504) I'd like to see some basic archetypes for people to choose at chargen. Pre-made start characters. We could store them as figurines in the chargen area, with descriptions and a `become ' verb to set initial stats. -------------------------- Message 2123 from *ideas (#504): Date: Tue Dec 23 00:09:42 2003 CST From: DragonBabe (#5288) To: *ideas (#504) Subject: Rer: $ Quinn's I LIKE that! --------------------------