Urgent to be Implemented


  • registered

    ~~@inimical:~~ > 3\. An examination of "DELAY" triggers. They have a propensity to fail to fire properly, even under very basic circumstances, despite a setting of 100%. I think that's a bug with the comparison on the percent triggers in general, as I've seen it fail on 100% repops and randoms. ~~@inimical:~~ > 4\. The first round of combat no longer belonging solely to the initiator (i.e. a fix to the terrible flee/kill bug which allows anyone to solo any mob without fear of death). I'd like to add to this by suggesting that sometimes, the skilled enough target could counter the initial attack, akin to wilderness spear, and take the entire round. ~~@inimical:~~ > 6\. Tokens baby, tokens. The possibilities are myriad and endless, a sure fire way to enhance the mud. > > 7\. An expanded and customizable system of assigning skills, spells, and behaviors to mobs. Full control over which are potentially used, how often, and how well. Ditto! ~~@inimical:~~ > 8\. Zap, brandish, and recite rolled into one all consuming "USE" command. Object triggers which fire upon their being "used". And quaff thrown into drink. Though, to simplify the code, just leave the functions in for the various items and do a type check on the object, forking off to the appropriate function instead of lumping them all into one command. ~~@inimical:~~ > 9\. Dice rolls usable within progs in lieu of the sketchy and unversatile "rand" modifier. Value rolled would be stored in a $* variable. How nifty! ~~@inimical:~~ > 11 Spell components, or reagents (at the risk of "sounding to MMish"). As it stands, the only way to balance out spells are sp cost, and level required to cast the spell except for the few that require a moonstone. An idea for a name: catalyst. They could also be used in brewing and other magic->object skills. ~~@inimical:~~ > 12\. All consuming and unquestionable power over all of humankind. Don't we all? :D

  • registered

    ~~@Syn:~~ > (5) True multiclassing > > Why restrict people to a mage, cleric, thief, and warrior class? It would be a fair bit of coding for me but I would be up to the task. I always liked the idea of having 3 mage classes if you wanted to. The complexity this would yield would be fascinating; of course, we'll have to be careful with balance of the game, but it's too sweet an idea (and would refresh the game) a lot in terms of diversity. We could even have ranks like Master Mage, Archmage etc :> Or… extended classing, whereby you could go through another 30 levels for a PARTICULAR class, such as 60 levels of wizard or assassin. The skills could be spread out and augmented where the most potent of skills are in the upper 30\. Choosing to go that route means the same thing as going a similar class in the same field, you lose abilities from another field. * * * * * * Fix the random if-check. The polarity on it comparison seems (HAH! IS) backward. * * * * * * Better memory for myself. X( I forgot what I was going to put here. *sighs* I'm getting senile.. :(

  • retired

    I think we really require some storylines to a lot of the game. A sort of brief history or whatever to the area. And the tokens I totally agree on, but I also wonder if we could manage to set something up that would change descs on characters and rooms depending on timing or triggers or whatever. Sorry, not feeling very eloquent.

  • newly_registered

    I would like some sort of mark or tag the mobs can add to players, that could be used in progs. This would expand some possibilites for my rp events. i.e. player does a task for Mob A in some city and receives mark A, which could trigger a another task for Mob B in another city. instead of using an item for the trigger… this mark would only remain on the player till he/she logs off. If I can think of anything else, I'll post it! H

  • registered

    ~~@Hrithma:~~ > I would like some sort of mark or tag the mobs can add to players, that could be used in progs. This would expand some possibilites for my rp events. > > i.e. > > player does a task for Mob A in some city and receives mark A, which could trigger a another task for Mob B in another city. instead of using an item for the trigger… this mark would only remain on the player till he/she logs off. That would be a token that's set to purge on quit. :D

  • registered

    I couldn't agree more, Serenity. The story is crucial to tie everything together, otherwise we just have a random association of areas built at different times by different people. Not very cohesive. I'll be writing something for Reza, but I really need everyone's input to help guide that work. Otherwise it will remain an unintegrated area concieved only in one person's imagination, so **please** share your thoughts on the area on my Reasons for Reza thread! I was thinking about shifting room descriptions also. This is not at all a "must have" feature for the game (and considering all the things that need work, I'd actually discourage any serious considerations of implementing it any time soon) but it might be cool to have seasons. You know, autumn, winter, spring, summer. The birds chirping and sun shining fades to the hopeless gray of winter, in time. Perhaps this could be an extension of tokens, room based and responsive to the date in game?

  • retired

    Things we need… 1) Tokens. lots and lots of tokens. I'd love to see more quests that people can only do once or twice (daktos for one) so we don't have a flood of good eq in the game for anyone who can befriend a higher level. 2) If-checks and triggers for progs. I've seen some of the list Nibels has, and it's awesome. I had a few of my own, but I believe that they were on his list as well. 3) True multiclassing. I have always wondered how people managed to become truely specialized with 4 distinctly different classes. I'd like to see big bonuses for anyone who chooses all magic or all melee. I'd like to see even bigger bonuses for someone who chooses all cleric or all warrior, etc. Don't wanna mess the balance up anymore than it already is, but it'd be cool to have. 4) Good spells. I'm really tired of being able to count the number of spells people use in combat on one hand. Fireball, dispel magic, web, blind... did I miss any? I'd like to see (going along with the multiclassing thing) a 4 mage-class character be able to cast highly destructive spells that will make a warrior consider healing during their attack round. I'd like to have clerics be able to cast spells that would prevent things like backstab/circle (maybe if they chose an illusionary class they could confuse the enemy by making more than one of themselves thereby cutting the chance of being hit in half, etc) 5) More effective stats. In light of the fact that we're changing the stat caps to racial maxes to keep all 120 remorts from having the exact same stats, I'd like to see people with less dex get hit noticably more. People with low int fail at spell casting. People with low con be denied service at certain shops, etc. I'm sure there is a difference currently, but it may be too small. I really like the ideas I've seen so far. keep it up folks! :) eRT

  • registered

    I beg of you, no new spells, no new skills, and no new races until things have been __thoroughly__ considered and balanced. I was hired as the balance imm, and I must assert my inconsiderable authority here. :)

  • retired

    heheh, fair enough. I do want new stuff (as a reward for specializing) but we definately need to fix what we've got first. eRT

  • registered

    One more thing, inspired by the overwhelming hoards of invasion mobs that insist on flooding Reza on the test port: 1\. no_quest and no_mob prevent invasion mobs from spawning in/wandering into rooms

  • registered

    I think that excuse is tired. :P How about reworking what exists with new stuff? The stockish ROM spells and skills are a bore half the time. As Ertai put it, you can count what spells are used in combat on one hand pretty much. If you ask me, magic needs to be completely overhauled, but that can be left for a future release. * * * * * * Room/Object/Mobile states. They are a numerical value set on the item that is used to filter what script triggers are used and how general scripts act. Initially, the state is set to zero, which is the global state. Triggers default to state zero if omitted when added. Setting the state in a script will cause triggers that match the given state or those in state zero to be checked. This will allow for a wide variety of improvements. You can have… * groups of speech triggers * different delay triggers that don't all fire. * entities that do different things based upon their state. * restart triggers in state zero that allow for state resets. * and much more!

  • registered

    Quick addition, but not something that is really an implementation component, just a change in the wilderness information: Make the wilderness link for Mordrake's Tower link to 152596 instead of the one it's linked to now. I had added a couple room entry path outside the tower that will allow those going there via the wilderness to have a way out. You do need something to get in, but I feel I made the obelisk outside the tower have enough clues on it.

  • registered

    Another thing that could be added… something I did while tinkering with a ROM: an event queue. This queue could be used by anything in the game. I mainly used it for weather effects, but it could be used in just about any command where it needs to be put. But, here's the kicker, it could be added to scripting for doing the queuing system I suggested. If you need code for it, I can dredge it up.

  • registered

    ~~@inimical:~~ > 7\. An expanded and customizable system of assigning skills, spells, and behaviors to mobs. Full control over which are potentially used, how often, and how well. That right there could make trainers with limited skill sets. Define a trainer with the skills and spells it should know, and any that it knows sufficiently can be taught by that trainer.

  • retired

    Heya guys, in response to what some of you have mentioned about the story: Me and whisp have started hashing out a storyline for the game. Into it we are going to incorporate many of the changes happening to the game (for example, the new arrangement of stuff in the wilds, or the changes eventually happening to Reza). The basic outline of events as well as the themes of the story will be created by me and whisp (and ert, if he wants to join in), after which you all can adapt the themes of your areas to it. We'll structure it so as to work in all of the current areas and hopefully all of the areas currently being developed. This I feel will greatly improve the game on many levels; however it'll probably take us a few weeks to hammer out everything, so be patient. I know it's been a long time coming. But it will come along. Having a unifying story will help us (builders, writers and coders) work on the game. Please keep them coming, as I think there are some immortals who havnt posted. 8) Ive talked to whisp yesterday, about the relesase. It is almost done. He is going to merge code and test some things, after which we will run through the release and add in our documentation and whatnot, and prepare the area files. The token editor is probally what I'll start working on soon after the release. Our goal with this release is to resolve as many game issues (bugs, imbalances) as we can manage succesfully in one go, and give people something to do (ships/dragons/invading armies/wars). With the subsequent release, you guys will be able to use tokens and the new scripting additions to add your own quests. Eventually I hope to make mindlessly killing mobs a very minor part of leveling up. So lots going on here which will be good for the game! I think all who are here should be glad as its a good time to be on the imm force :> Good work everyone, S.

  • newly_registered

    Hey all! Sorry I'm just now getting around to posting on here. Things have been a little hectic for me lately. Right off hand I can't think of anything special that hasn't already been mentioned that I would like to see. I'm still getting back into building and still rusty :twisted: I think tokens sound really good. I have some issues with the no_mob flag. Mainly for the reason of rangers getting call familiar. I have some issues with the spell itself but that's another story. That's pretty much it for the time being. If I think up anything else I'll be sure and post.

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