When it comes to abilities with a cooldown - refresh in predation and vitality, for example - it would be nice to know how long the cooldown is, rather than the AB file saying "This can only be used infrequently." Well, what's infrequently? 20 minutes? An hour? Once per Imperian month?
I say 'baldric' and 'sling' because they aren't really designed for specific weapons like sheathes/scabbards. In the vaguest sense, they're just strips of leather or cloth slung over your shoulder what you carry stuff with. So, you could probably literally holster any large weapon -- bardiche, spear, claymore, battleaxe, etc -- in them.
I'd really like to see shelf privs expanded expanded to use the permission system for who can see certain shelves at all. This would allow for selling guild/org related supplies at a discount, special clothing, etc.
My ideal goal in this is I'd like to be able to sell vialbelts with a few hundred sips to get newbies started, and be able to restrict to novices only buying (because screw the rest of you), but being able to sell guild/org only items would be nice as well.
So you want to set up a 'novice shelf' that only novices can purchase from, or a 'guild shelf' that only your guild can purchase from, and things like that? I like this idea.
I agree with Aleutia about expanding shelf capability. I'd like to be able to add surcharges to shelves. Demoners who want ruffles pay extra, and etc.
I'd also like the ability to have someone see a note, a la the log-in announces, if they type WARES in my shop. For example, I might discount something and then write a note like "For the next 3 months, shoes are on sale!" or "New this month: men's boots!"
I agree with Aleutia about expanding shelf capability. I'd like to be able to add surcharges to shelves. Demoners who want ruffles pay extra, and etc.
- Shelves may also have discounts and surcharges set on them up to 25% each with SHELF <shelf> <DISCOUNT|SURCHARGE> ADD <rate> <permission>. You may also REMOVE, CLEAR, and LIST permissions. Typing SHELF by itself will list the proper syntaxes for these commands. You can read more about what permissions may be set in HELP PERMISSIONS.
Help permissions is pretty extensive. So I think in theory that is exactly what you want. i think you just need to set it up as a surcharge and add them as "haha, screw you Eldreth" settings.
Maybe changing the rewards for the coliseum events for better incentive to join? For events that have 5 or more people and that are not team events, one bound credit is awarded to the winner? Perhaps teamffa's if that player has been part of a winning team consistantly and is still alive by the end of the coliseum event, they receive one bound credit for every 5 or 10 wins?
Maybe changing the rewards for the coliseum events for better incentive to join? For events that have 5 or more people and that are not team events, one bound credit is awarded to the winner? Perhaps teamffa's if that player has been part of a winning team consistantly and is still alive by the end of the coliseum event, they receive one bound credit for every 5 or 10 wins?
I can see a contrived situation where me and 5 other people queue and give the win to a guy x-thousand times.
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>****, and not belonging anywhere near Antioch till he grows up."</div>
There's no need to give out further rewards for the arena events when the arena favours are as strong as they currently are
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
True enough. I just haven't seen arena combat in months is all. Been missing it a little, but the big shard battles and such have been making up for it. Tried at least.
if (not aeon_test) and (healmode ~= 0) and (not instakill_pause) and (string.match(line, '^%(Market%)%: .+[qQ]ueue.+%"')) then do_send ("join queue deathball") end
Something I would like to see is a way to tell what an emote does before you do it.
For example: INFO COMFY Targetted- You lean comfortably against $tar. Untargetted- You hug yourself comfortably.
What I want is for some emotes to stop being so radically different when you use them untargeted, as opposed to when you use them with a target. Take one of my favorite emotes, for example. "Suck."
When used untargeted: "You suck thoughtfully on your teeth."
Now, from this, you might assume that "suck aulani" will give you something like "You look at Aulani and suck thoughtfully on your teeth." And so you might use this at a meeting somewhere, when she says something that you're considering.
Haha, nope. You suck thoughtfully upon Aulani.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
if (not aeon_test) and (healmode ~= 0) and (not instakill_pause) and (string.match(line, '^%(Market%)%: .+[qQ]ueue.+%"')) then do_send ("join queue deathball") end
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
For raids on cities, I was rolling around the idea of possibly making certain items for each city that can be retrieved through difficult but possible means over time. Using siege rams among other things to acquire them, which would take a great amount of time, the raiders could then use said item(s) by taking it out of the city raided. By doing this, it would cause a decline in something, possibly workers unable to produce comms as effectively or the guards' moral being less so they don't hit as well or something along those lines. I feel it would push the city to then attempt to get their said item(s) back whenever possible.
More than likely a long shot, but it's what I came up with at 12:11 am after a tiring day.
to gain/lose something when having/not having presence in a shardfall being able to use it to **** on other circles' affinity or something else that matters
trying to get some incentive for people to show up here
to gain/lose something when having/not having presence in a shardfall being able to use it to **** on other circles' affinity or something else that matters
I am trying to parse this sentence and I am totally failing.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Comments
My ideal goal in this is I'd like to be able to sell vialbelts with a few hundred sips to get newbies started, and be able to restrict to novices only buying (because screw the rest of you), but being able to sell guild/org only items would be nice as well.
I agree with Aleutia about expanding shelf capability. I'd like to be able to add surcharges to shelves. Demoners who want ruffles pay extra, and etc.
I'd also like the ability to have someone see a note, a la the log-in announces, if they type WARES in my shop. For example, I might discount something and then write a note like "For the next 3 months, shoes are on sale!" or "New this month: men's boots!"
Help permissions is pretty extensive. So I think in theory that is exactly what you want. i think you just need to set it up as a surcharge and add them as "haha, screw you Eldreth" settings.
Maybe changing the rewards for the coliseum events for better incentive to join? For events that have 5 or more people and that are not team events, one bound credit is awarded to the winner? Perhaps teamffa's if that player has been part of a winning team consistantly and is still alive by the end of the coliseum event, they receive one bound credit for every 5 or 10 wins?
I can see a contrived situation where me and 5 other people queue and give the win to a guy x-thousand times.
the claims are stated - it's the world I've created
There's no need to give out further rewards for the arena events when the arena favours are as strong as they currently are
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
True enough. I just haven't seen arena combat in months is all. Been missing it a little, but the big shard battles and such have been making up for it. Tried at least.
For example:
INFO COMFY
Targetted- You lean comfortably against $tar.
Untargetted- You hug yourself comfortably.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
For raids on cities, I was rolling around the idea of possibly making certain items for each city that can be retrieved through difficult but possible means over time. Using siege rams among other things to acquire them, which would take a great amount of time, the raiders could then use said item(s) by taking it out of the city raided. By doing this, it would cause a decline in something, possibly workers unable to produce comms as effectively or the guards' moral being less so they don't hit as well or something along those lines. I feel it would push the city to then attempt to get their said item(s) back whenever possible.
More than likely a long shot, but it's what I came up with at 12:11 am after a tiring day.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."