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    Posts made by inimical

    • RE: Northern Tundra
      The Lestat mountain range. You have __got__ to be kidding me. :roll:
      posted in Immortal Archive
      inimical
    • RE: Urgent to be Implemented
      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
      posted in Immortal Archive
      inimical
    • RE: Urgent to be Implemented
      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. :)
      posted in Immortal Archive
      inimical
    • RE: Urgent to be Implemented
      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?
      posted in Immortal Archive
      inimical
    • RE: Urgent to be Implemented
      My most wanted list: 1\. Mobs require mana to cast spells and move to use skills. 2\. Expansion of if_checks to include many of the things mentioned by Xevira, but primarily checks against vital stats (strength, wisdom, etc). 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%. 3\. No_fade room flags to prevent fading. Room and mob flags which prevent/provide immunity to ranged attacks including but not limited to archery. 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). 5\. Mob flags providing immunity to the effects of wither, room flags barring room effect spells including but not limited to wither. 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. 8\. Zap, brandish, and recite rolled into one all consuming "USE" command. Object triggers which fire upon their being "used". 9\. Dice rolls usable within progs in lieu of the sketchy and unversatile "rand" modifier. Value rolled would be stored in a $* variable. Example ```` dice 1 8 / rolls 1d8 and saves the returned value to $something, $c for the sake of this example if $c < 3 -whatever- else if $c > 3 and $c < 6 -whatever- else if $c > 6 -whatever- endif endif endif ```` 10\. Saving throws. Saves would enhance eq balancing, pk styles, and mob battles just to name a few areas. Even if we did a straight out rip off of the DnD style saving throws, no one would be offended. 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. 12\. All consuming and unquestionable power over all of humankind.
      posted in Immortal Archive
      inimical
    • RE: OLC info
      Here are a few useful websites that provide some further assisstance: Basic Info http://chronocaedus.dune.net/OLC/olchelp.html Prog Help http://olc.wolfstream.net/mpdocs.php Editor Help http://lunar.betterbox.net/olc.html Prog Help http://realms.reichel.net/mprogs.html
      posted in Immortal Archive
      inimical
    • RE: Eden
      I'm concerned about the "story" of the Sentience world, and how a biblical garden has a place in it. I know Christians are something of a rarity in muds, but we should show consideration to all faiths and make it a point to not trivialize them. I'm cool with the garden area, but I do have some issues with it being blatantly named Eden. Indeed, Christians are not the only faith to recognize the garden of Eden as a sacred place.
      posted in Immortal Archive
      inimical
    • Reasons for Reza
      As most of you know I'm reworking Reza. Let's face it, the place is a nightmare. The question I put to you is, what is Reza's purpose within the game? Until now it's had none. I'll summarize some of the main alterations that have either happened or are planned for you to consider should you care to respond. [list]
    • [*] The rats are gone, so is the Pied Piper. Rehashing old fairy tales in a terribly uninteresting way is not the sort of thing I'm into.
    • [*] The stockade which surrounded the city is gone. It served no purpose and occupied hundreds of vnums.
    • [*] The gardens will no longer be two 6 room rectangles, they will occupy a more substantial part of the city and contain several puzzles.
    • [*] The "wings" branching out from the main center of the city are gone, to be replaced by...something. The gardens will probably move to one side.
    • [*] The underground, including Scarm's lair, has been purged. Scarm may or may not remain in Reza, any thoughts on this are welcome.
    • [*] The entire area is being rebuilt with mental challenges such as puzzles, mazes, and other assorted aggravations at the forefront. One major puzzle is nearing completion, head to vnum #4038 on the test port to give it a shot.
    • [/list] Reza is supposed to have elements of an imperial port city by my understanding, and I'll be incorporating those aspects into the rebuild. Any further fleshing out of this or your own concepts for the "role" of the city within our world should be addressed here.

      Also, I'd love to work with someone to develop an rp event explaining the changes to the area. I simply don't have the time to both rebuild the city and do an rp event, so any volunteers are welcome.

      -Po
    posted in Immortal Archive
    inimical
  • RE: Renaming the Wraith?
    Neither seem very appropriate for a playable race. Wraiths of folklore are usually apparitions of a living person, an omen that the person embodied is about to die. A revenant is a spirit returned from death, and depending on the culture it could be applied to any sort of ghost. One common use of the word is to describe a mindless, feral spirit bent on destruction.
    posted in Adjustments Archive
    inimical
  • RE: Bard suggestion
    Definitely has potential, I particularly appreciate the way a passive song would change the dynamic of a formation. Cool possibilities.
    posted in Discussion/OOC
    inimical
  • RE: Highwaymen + Hunt
    I submit that a new remort class be developed and named **FUN!!!!**. This class would get, well, everything. And it'd be fun.
    posted in Adjustments Archive
    inimical
  • RE: Marriage Benefits
    Even in a safe room it's abusable. The world is small enough already, and there are plenty of cheap pk tricks to be played without adding a new breed.
    posted in Suggestions Archive
    inimical
  • RE: What boredom finds
    Hell, might as well just tack the whole thing on as an attatchment for the enjoyment of all.
    posted in Discussion/OOC
    inimical
  • RE: I need some help :p
    You might want to try one of the decent free telnet clients available. I recommend Mud Master 2000\. It's open source, who doesn't like that, and available at ~~[](http://sourceforge.net/projects/mm2k/)~~[http://sourceforge.net/projects/mm2k/](http://sourceforge.net/projects/mm2k/). You can also check out their website ~~[](http://www.mmgui.com/index.php?)~~[http://www.mmgui.com/index.php?](http://www.mmgui.com/index.php?). Make sure you're using the correct address and port! For the record I don't use MM2K, I prefer Zmud, although friends of mine have used it and give it excellent marks. So in short, don't expect any troubleshooting from me, read their forums if it gives you issues.
    posted in Discussion/OOC
    inimical
  • RE: Old Character Skill loss
    One word: Mooshie.
    posted in Gossip Archive
    inimical
  • RE: Remort Racial changes
    I'm all for fixing up what we've got then carefully planning out new additions to fit into entertaining and necessary roles, versus the willy nilly addition of more insanity that will further muddle an already flawed system :P
    posted in Suggestions Archive
    inimical
  • RE: Some spell idears
    Ugh, please refrain from suggesting the implementation of MM spells/skills/game dynamics, or blatant D2 ripoffs. Some of those "descriptions" are almost word for word from the MM help files!
    posted in Suggestions Archive
    inimical
  • RE: Updates
    Site looks **awesome** man, love the site navigator, I'm digging the forum layout, definetly well done. Everyone give Lukus free gear cuz his website is leet :)
    posted in Discussion/OOC
    inimical
  • RE: PK and Enduring Souls
    I'd like an explanation on the use of the word __purposely__ in that remark.
    posted in Gossip Archive
    inimical
  • RE: Reckoning Forum Logo
    I guess the cosmos has aligned in a rare and spectacular form tonight because I agree with Xavis :wink:
    posted in Discussion/OOC
    inimical