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    Tieryo

    @Tieryo

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    Posts made by Tieryo

    • RE: Who/Channel Visibility
      Created ~~[bug=74]~~Issue #74[/bug] to handle this.
      posted in Suggestions and Ideas
      Tieryo
    • Who/Channel Visibility
      Seen this come up a couple times with regards to deathsight, but would make sense overall - Why not have who and channels ignore every form of invis except for wizi/incog. This would make helping newbies much easier, while still retaining the utility of invis (not showing up on where or in the room without proper detects).
      posted in Suggestions and Ideas
      Tieryo
    • Reza
      I'll format and flesh this out more later, just getting it documented in one place

      New Affect: Sun Scorned - The old rats of Reza have been driven off, but
      at night the new breed will take to the alleys in search of blood. These
      vampires are bigger and a bit meaner than the old ones, being bitten by one
      has a chance to inflict the sun scorned affect, which causes minor vampiric
      drawbacks (mild sun damage, primarily).

      New General Mechanic: Suspicion - All visitors to the city will have a
      suspicion rating that determines how likely they are to be accosted by
      guards. This will be influenced by several factors including city wide
      alert level (response to events), walking with weapons out, displays of
      'dark magic' and so on.

      New Area Mechanic: Favoured Church - As players help or hinder the
      Crusaders, they gain status for their affiliated church. This can lead to
      special recognition within the city for church members, though sometimes it
      can pay to lay low.

      New Vampire Mechanic: Blood pool - As vampires feed they regain blood.
      The blood pool will drop by 5-10% per day, but can be used to power various
      effects such as appearing mortal. This can be used to blend in when guards
      are on alert, or for other tricks later.

      New Faction: The Ashen Crusade - Players can join the crusade, standing
      against the things lurking in the night. Crusaders will have quests
      assigned from patrolling areas of the city to hunting down suspected
      vampires. Gaining status within the crusaders may provide some leniency in
      the face of minor infractions around the city.

      New Skill Type: Area Lore (Reza) - As players explore the city and learn
      facts (such as the location of Scarm's Tomb), their Area Lore (Reza) skill
      will improve. As this skill is based on a token, each fact will have its
      own value and setting of true/false for known or not. Scripts can check
      either the general skill percentage or look for specific facts to provide
      extra information or trigger events for the player(s).

      =====

      Theme: Taking back the night - Vampires have ruled Reza from the shadows
      for many years, from Scarm in his hidden crypt below the city to Caligo in
      his mansion. Much of the city has been left to rot with rats spreading
      plague and orphans begging along the streets as the undead masters focus on
      keeping blood flowing.

      In time, however, a new strain of the Rezian plague began to appear,
      carried by rats who were as likely to feed on their own kind as they were to
      attack innocent visitors. These sun scorned rats finally made the problem
      to great to ignore, and from the city's oppressed came a solution. Over a
      period of weeks, the newly formed movement observed the city's elite, and if
      suspected of vampirism, they and their gathering places were put to the
      torch. Caligo's mansion was the first to fall, followed quickly by the
      Vampire's Masquerade and the network of tunnels below.

      Since then, the self titled 'Ashen Crusade' has taken charge of the city,
      instituting curfews and training the remaining citizens in basic self
      defense so that they can keep their homes safe. Though they appealed to the
      other members of the Seralian Empire, no answer came from their supposed
      allies, and the city of Reza has since declared itself independent. Already
      there are rumors among the guards that once their home is secure, the
      Crusade must begin to look outwards, and scour the undead from the world.
      posted in Area Revamp
      Tieryo
    • Test
      [b]Character Name[/b]:



      [gs][/gs]
      posted in Test
      Tieryo
    • Just for funsies, the BAL (from 2006)
      Found the Big Ass List that Nib put together from 2006. May want to harvest these for suggestions. BAL.zip
      posted in Immortals Forum
      Tieryo
    • RE: <3
      Well this is a bit awkward. I hadn't realized that people were still interested. Things are finally starting to settle down enough for me to pick this up again.
      posted in Discussion/OOC
      Tieryo
    • Test
      [gs][/gs]
      posted in Immortals Forum
      Tieryo
    • RE: Wiki Page!
      Well, the sentience bugtracker is technically a wiki as well, but that's going to be more for development/code topics. If you mean like wikipedia itself? Sentience wouldn't meet their notability, etc requirements, so there isn't much point to it. I am, however, working on a website update that should cover things that we're planning and working toward.
      posted in Suggestions and Ideas
      Tieryo
    • Rebalance
      This is going to touch on a lot of things, so I'm going to just post them all in here and organize as I'm able


      Equipment/Items [list]
    • [*]Need requirements for use other than level, such as stats, race/class combinations, tokens, etc. Should be able to group these so you can require only some of them.
    • [*]Remove AC in favor of resists system (detailed below)
    • [*]No removal/rewear of armor on front lines of battle.
    • [/list]
    posted in Immortals Forum
    Tieryo
  • Immortal Guidelines Draft
    So the game has been down for a while, and I think that, as the game will be moving forward with (mostly) new faces among the staff, the time has come for a revised set of immortal rules.
    For reference, here are the old rules:[code] ****************************** * The Imm Rules of Sentience * ****************************** * One instance of cheating of any kind = deletion. * One instance of dishonesty = deletion. * Distributing immortal information to non-immortals = deletion. * You cannot be an immortal on any other games while being an immortal here. * Work together. * Do not modify any other builder's area without his/her permission, except in an emergency. * Keep your immortal and your mortal seperate. NO MULTIPLAYING! * In any situation, the highest level imm present will take charge. * Do not reveal any abusable bugs to a non-immortal. * Do not reveal the identity of either immortal or player characters, except to an IMP. * Do not reverse other people's punishments. If any punishment needs to be appealed, only an IMP should be consulted.[/code] While these have been useful, we need to look at what will be best going forward. As such, here are some revised rules I would like to try.

    GENERAL IMMORTAL GUIDELINES[list]
  • [*]* Do not modify another immortal's work without reason. If you must do so, leave notes in the comments field of things you've changed, and note the responsible immortal(s).
  • [*]* Do not reveal mortal/imm identities.
  • [*]* Do not reverse punishments without consulting other imms. We have to present a united front to players.
  • [*]* In any situation, the highest ranking imm in a field will handle issues for that field.
  • [*]* Do not give information to players. They have to learn the game for themselves, and giving away information can both ruin the work a builder has put in as well as set a bad precedent for how we handle immortal/player relations.
  • [*]* No divas. Ego trips have caused too much trouble already. None of us are perfect, and all of us need to be able to take criticism. If you cannot, then you should not be here.
  • [/list] BUILDER GUIDELINES[list]
  • [*]* Do NOT give information about content to players without the consent of the Head Builder.
  • [*]* Do not let mortals play with things you are working on, without first clearing it with the Head Builder.
  • [*]* Do not modify another builder's work without first consulting them and/or the Head Builder.
  • [*]* Use the comments/notes field in olc, we have it there to ensure that people know what things are for. You may not be here forever, so anyone should be able to look at your work and know what you were doing with it.
  • [*]* Make sure that your work fits with the game's story, and is consistent with itself and any other areas that it ties in with.
  • [*]* Please make sure that you use proper English when writing. Areas will be reviewed by editors prior to release, but this is no reason to be lazy.
  • [*]* Note the head builder when your area is ready for review, and we will work out a time to go over everything.
  • [/list]
    SCRIPTING GUIDELINES[list]
  • [*]* The system has some security checks in place. Do not try to find a way around these, as they will all be reviewed.
  • [*]* This is a complex system. If you need help with anything, ask the head builder or someone with scripting experience here.
  • [*]* Make use of the 'name' fields in the script editors, as well as comments in the script code itself. Note that '***' at the beginning of a line will ensure that it is counted as a comment, not actual code.
  • [*]* Keep things as simple as possible. Overcomplication just leads to more mistakes. Don't simply add things for the sake of adding them, and please look for where you can make generic scripts, so that all of us may benefit.
  • [/list]
    posted in Immortals Forum
    Tieryo