jot invasion if you're a caster.
can gods make a zone without any warrior items 'n just fun stuff for casters? please? :-P
other than that, it's a fun zone to do!
------------------
-<(#)>- Xebes makes your heart start to race REAL FAST!
Search found 167 matches
- Tue Oct 30, 2001 3:35 am
- Forum: S3 General Discussion Archive
- Topic: Zones you dislike
- Replies: 17
- Views: 1646
- Sat Oct 27, 2001 6:02 am
- Forum: S3 General Discussion Archive
- Topic: Sojourn3 Guilds
- Replies: 30
- Views: 3929
Vylare- can't see that I see the problem you're talking about here. I log on and I'm usually spammed w/ tells and grouped within a few minutes of logging on, or if I'm not, there's _always_ questing or such to do (or even wandering bgr and spelling up the random lowbie, it may not be the best thing ...
- Wed Oct 24, 2001 9:24 pm
- Forum: S3 General Discussion Archive
- Topic: Sojourn3 Guilds
- Replies: 30
- Views: 3929
Don't give guilds _any_ features (acc, titles, etc) when they are first created. Then how bout some fun guild quests... quest to be able to purchase a guildhall, once you have a hall, be able to quest for the acc channel, etc. ------------------ -<(#)>- Xebes makes your heart start to race REAL FAST!
- Wed Oct 24, 2001 3:28 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: Brass
- Replies: 13
- Views: 1357
I've got a novel idea... Remove the hit protection from blur, completely. Then tune some of the defensive skill knobs back up so that warriors tank like they always had blur up. One less annoying as hell spell for the enchanters to cast, makes the tanks a little bit buffer- in essense, taking the zo...
- Sun Oct 21, 2001 7:30 am
- Forum: S3 Gameplay Discussion Archive
- Topic: paladin tanking and warrior's role if they still have any
- Replies: 76
- Views: 9943
- Tue Oct 16, 2001 9:07 pm
- Forum: S3 General Discussion Archive
- Topic: Guild Titles
- Replies: 25
- Views: 2362
- Tue Oct 16, 2001 8:44 pm
- Forum: S3 General Discussion Archive
- Topic: Guild Titles
- Replies: 25
- Views: 2362
It's not the text of the titles, etc, that are causing the problem... it's the ansi that's making things so bloody ugly. How about removing (or at least SERIOUSLY taking a look at) the ability for guild titles to have all kinda silly bright colors in em? Something like requiring full words in a sing...
- Wed Oct 10, 2001 5:19 pm
- Forum: S3 General Discussion Archive
- Topic: What's your porn name??
- Replies: 92
- Views: 16414
- Mon Oct 08, 2001 4:13 am
- Forum: S3 Ideas Archive
- Topic: mem priority
- Replies: 19
- Views: 3201
- Sat Oct 06, 2001 10:54 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: Why people are constantly leaving...
- Replies: 32
- Views: 3278
- Thu Oct 04, 2001 2:13 am
- Forum: S3 General Discussion Archive
- Topic: Mud Personality Test
- Replies: 53
- Views: 8231
- Thu Oct 04, 2001 2:11 am
- Forum: S3 General Discussion Archive
- Topic: Mud Personality Test
- Replies: 53
- Views: 8231
- Tue Oct 02, 2001 11:11 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: Possible bug (was a lifesaver, too :P)
- Replies: 1
- Views: 262
Possible bug (was a lifesaver, too :P)
A Small, Dark Storage Closet Room size: Mid-sized (L:25 ft W:25 ft H:10 ft) Exits: -E Ebgar (Dwarf) stands here. Corth (Human) stands here, fighting the fiendish spectre. *The fiendish spectre stands in mid-air here, fighting Corth. < 379h/463H 134v/135V > < > Ebgar completes his spell... Ebgar utte...
- Tue Oct 02, 2001 7:28 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: - Important change for area spells
- Replies: 46
- Views: 6403
I think this will help things out, but I've been wondering if it really addresses the root of the problem, at least as I saw it. Question for admins: Is the problem with areaspells in fights, as you guys see it, that each spell does too much damage, or is the problem that there are a very large numb...
- Tue Oct 02, 2001 2:58 am
- Forum: S3 General Discussion Archive
- Topic: Necromancers and Undead
- Replies: 23
- Views: 3112
- Fri Sep 28, 2001 10:44 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: Balance Area Spells
- Replies: 37
- Views: 4343
How 'bout attaching feedback to some of the existing area spells? NOT necessarily feedback that damages the caster, though. How about lowering the damage done by an area spell by 5-10% for each other area-damage spell being cast at the same time? What this means is after a certain point, having more...
- Wed Sep 19, 2001 9:15 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: My Warrior Brothers, and Area Makers - Procing Shields
- Replies: 15
- Views: 1876
Here's an idea for a midbie to lowbie shield... how about making it proc armor/bless? And if it was wanted to be made a bit higher, how about being able to have a on-demand proc 3/week or so for dispel magic on the wearer? These are things that could help out a lowbie warrior and make the shield wor...
- Tue Sep 18, 2001 9:49 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: where is the mud heading?
- Replies: 21
- Views: 2239
A lot of how zones are viewed depends on where they are linked to the mud. Want to make ship or HP exp not as good? Think about relocating where it's connected to someplace WAY the hell out of the way. Ship exp rocks cause you can sit right outside WD and hop on some of the best midbie exp around. I...
- Mon Sep 17, 2001 5:22 am
- Forum: S3 General Discussion Archive
- Topic: is that your mob?
- Replies: 38
- Views: 4786
I have no strict moral code. It's very simple, it's called a lack of pure greed and that I value the community as a whole. Guess what? It doesn't matter if the mob has good exp or a spanky piece of eq right now, it'll still be around sometime in the future. >> >> Or you can kill the MOB you travelle...
- Mon Sep 17, 2001 1:19 am
- Forum: S3 General Discussion Archive
- Topic: is that your mob?
- Replies: 38
- Views: 4786
No, Baerdon, what's sad is that morons have no courtesy to at least ask first. The second group that comes along and sees the unlooted corpse of someone there... is it so sad that they are so worried about getting the "ph4t lewtz!" (as you called it) first that they forget any kind of maturity and c...
- Sun Sep 09, 2001 7:42 am
- Forum: S3 Ideas Archive
- Topic: buy extra skills
- Replies: 5
- Views: 747
Seems like it could be twinked easily for easier leveling (especially of hitter classes) by someone making a char, leveling it, etc, etc, getting the cash, then dumping it all into a secondary char's skill notches. Is that really what we want to be doing? I just see an obvious potential for making e...
- Thu Sep 06, 2001 11:10 pm
- Forum: S3 Ideas Archive
- Topic: Resurrect Self
- Replies: 17
- Views: 1242
- Wed Sep 05, 2001 4:24 am
- Forum: S3 Gameplay Discussion Archive
- Topic: Zone exps vs. Exp routes..
- Replies: 23
- Views: 2216
I think that's just rogue xp you're seeing, gnerb. I know my enchanter got easily about 50% more exp doin' ship over the same amounts of time than the past couple times I've been in blip. All that might change a bit once I finally get past level 40 though. ------------------ -<(#)>- Xebes makes your...
- Tue Sep 04, 2001 10:00 pm
- Forum: S3 General Discussion Archive
- Topic: Slowly Disapating
- Replies: 22
- Views: 2727
Can't find a group? Learn a zone (yes, people _will_ answer many questions if ya ask them), then lead it on your own. Love ship exp? Take some time and wander around ship until you know the layout pretty well, then get some other ungrouped people and go slay some. The quality friend to make (and oft...
- Sun Sep 02, 2001 6:24 pm
- Forum: S3 General Discussion Archive
- Topic: Slowly Disapating
- Replies: 22
- Views: 2727
Thran, after reading this I took a look at the stats myself, and looking at the monthly/weekly/daily stats, here's what I can see. The monthlys are showing an average of the number of players on per day. This is what's decreasing. If you look at the max numbers for the weekly/daily stats column, you...
- Thu Aug 30, 2001 10:33 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: downgrade ranger exp please
- Replies: 18
- Views: 1648
Here's how to exp fast as an enchanter. Haste when you feel like it, keep the tank stoned, and cone/pris the holy hell out of whatever you're fighting. Yes, you're basically playing the class as a VERY wimpy invoker w/ stoneskin/hastes, but that's about the only way to take the edge off the exp tabl...
- Sat Aug 25, 2001 4:36 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: Curse/Hex duration
- Replies: 3
- Views: 522
Here's a thought that would be applicable to just about every class. For some of the spells that don't currently show up on glance, how about allowing them to show up on glance if the person glancing has that spell? Spells that currently show up on glance/look wouldn't be affected by this, but for e...
- Fri Aug 24, 2001 4:07 am
- Forum: MUD Client Help
- Topic: TF(tinyfugue) and key/value lists!
- Replies: 0
- Views: 522
TF(tinyfugue) and key/value lists!
This is an old couple of TF macros that I had from years ago and recently dug up and started using/modifying. Lemme know if you like/use it or if anything's broken! (I haven't tested it extensively, like most things :-P) -Xebes. Code is below: -------- snip ------- ;;; commands for manipulating list...
- Fri Aug 24, 2001 1:03 am
- Forum: S3 Gameplay Discussion Archive
- Topic: Bashing 101
- Replies: 14
- Views: 1590
Good thoughts! Maybe now I can survive with warriors not trying to bash the same mob :-) 'nother topic or two that might be useful for warrior/bashing 101, cause I've seen warriors fuck it up a couple times. * Glance Bashing. (glance at the damn mob, bash when its shield is down, for gods sakes _don...
- Wed Aug 22, 2001 9:38 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: Thank you.
- Replies: 36
- Views: 4843
make most undead have high MR (if they don't already :P), and then let cleric spells ignore MR of undead (perhaps pally spells too). Adding this to a damage upgrade on the undead-killing spells would make undead fear clerics much more, w/o having to upgrade things quite as much. Again, just my $0.02...
- Mon Aug 20, 2001 12:41 am
- Forum: S3 Gameplay Discussion Archive
- Topic: flee code
- Replies: 3
- Views: 434
- Wed Aug 15, 2001 11:26 pm
- Forum: S3 Gameplay Discussion Archive
- Topic: enchanter help, plleeeaassseee
- Replies: 30
- Views: 4033
Norros, I hear ya. Here's another reason I think enchanter exp tables are so annoyingly difficult: I'm level 26 now. I can be pretty damn useful to a group of level 40+'s doing exp, even at my level. You can't say that about many other classes at all. I'd appreciate a small reduction in the xp table...
- Thu Aug 09, 2001 1:31 am
- Forum: S3 General Discussion Archive
- Topic: Time to Make those alts people!
- Replies: 11
- Views: 1675
- Thu Aug 09, 2001 1:09 am
- Forum: MUD Client Help
- Topic: tf question
- Replies: 24
- Views: 2855
The whole point to Voin's triggers was that you can modify the rescue list on the fly. Say someone relocates in to join the group, etc. You can have a quick macro to add/remove people from the list. Or, you can write a macro to parse the 'group' command and create a list based on that, and then use ...
- Mon Aug 06, 2001 11:46 pm
- Forum: S3 Ideas Archive
- Topic: Nature rooms
- Replies: 19
- Views: 2342
- Mon Aug 06, 2001 11:35 pm
- Forum: MUD Client Help
- Topic: tf question
- Replies: 24
- Views: 2855
- Sun Aug 05, 2001 8:15 pm
- Forum: MUD Client Help
- Topic: (TF) Auto-rescue triggerset.
- Replies: 7
- Views: 1039
- Fri Aug 03, 2001 4:55 am
- Forum: S3 Ideas Archive
- Topic: A few thoughts on necromancers.
- Replies: 20
- Views: 2173
belleshel/gordex don't you think I don't know that? Giving necros relocate would be unbalancing. Period. Look at the idea I posted though. Allowing necros the ability to move between 2-3 specific places (perhaps make it take some time to do, on the order of a few minutes at least) It's something tha...
- Thu Aug 02, 2001 5:56 pm
- Forum: MUD Client Help
- Topic: (TF) Auto-rescue triggerset.
- Replies: 7
- Views: 1039
- Thu Aug 02, 2001 6:18 am
- Forum: S3 Ideas Archive
- Topic: A few thoughts on necromancers.
- Replies: 20
- Views: 2173
A few thoughts on necromancers.
(edit: btw, this started out as a response on Ubek's thread about relocate, then evolved into a separate idea of its own...) The more classes that have relocate makes illithids/druids that much less useful, cause their transportation spells aren't needed half as much. In addition, it's one of the fe...
- Thu Aug 02, 2001 4:22 am
- Forum: S3 General Discussion Archive
- Topic: Playtime!!!
- Replies: 15
- Views: 1519
- Wed Aug 01, 2001 9:27 pm
- Forum: MUD Client Help
- Topic: (TF) Auto-rescue triggerset.
- Replies: 7
- Views: 1039
(TF) Auto-rescue triggerset.
I don't play a warrior myself, so consider these experimental. I was talking to Cherzra about doing something like this in TF, and saw people had posted code for a list of this nature, as well as people posting zmud versions of auto-rescue triggers. The patterns that are triggered on are Klurg's, wi...
- Tue Jul 31, 2001 10:48 pm
- Forum: MUD Client Help
- Topic: tf question
- Replies: 24
- Views: 2855
The operator you're looking for is =/ It is used to perform glob matches against a particular pattern. Also of interest may be the regmatch() function, which allows regexp matching on user-defined strings. The body of the trigger would probably include: /if ( regmatch(%{caster_list},%{P1}) ) do resc...
- Tue Jul 31, 2001 6:53 pm
- Forum: S3 Ideas Archive
- Topic: from the general discussion forum
- Replies: 10
- Views: 1422
I like the intent of this idea very much. However, it so quickly degenerates into the "write a story, get a reward" for so many different things. I think it's great that people write stories of the quality that I've read so far. But I think making so many rewards in-MUD for writing a story will even...
- Mon Jul 30, 2001 7:37 pm
- Forum: MUD Client Help
- Topic: Look capture?
- Replies: 3
- Views: 934
Ok, I'm presuming here that we're capturing the room contents only. So here goes... (disclaimer: I haven't used zmud for a couple years, this probably won't be perfect, but should give you the right idea.) Trigger #1: Starts the capture. #TRIGGER {Room size: (*) ~(L :(%d) ft W :(%d) ft H :(%d) ft~)}...
- Sun Jul 29, 2001 8:04 am
- Forum: S3 General Discussion Archive
- Topic: The dangers of bored rangers and priests
- Replies: 9
- Views: 1123
- Mon Jul 23, 2001 9:31 am
- Forum: S3 General Discussion Archive
- Topic: Group Size Limits
- Replies: 113
- Views: 18662
Cherz, I do really like your idea of having the group size based on the max number of levels. One thought though. Does it suggest that exp might be a bit on the easy side if people are able to get near-50 quickly (in some classes), to the point where they're wanting to do their 10th circle quest rig...
- Sun Jul 22, 2001 9:22 pm
- Forum: S3 General Discussion Archive
- Topic: Group Size Limits
- Replies: 113
- Views: 18662
- Sun Jul 22, 2001 8:51 pm
- Forum: S3 General Discussion Archive
- Topic: Group Size Limits
- Replies: 113
- Views: 18662
Groups that utterly spank zones are WHY the goddamned mud needs to be wiped in the first place. Gormal: The point here is that the game is NOT all about equipment. There's no need to run through a zone with more people than necessary just to get the eq out of it, see? Is there ever a real NEED for m...
- Sun Jul 22, 2001 7:36 pm
- Forum: S3 General Discussion Archive
- Topic: Group Size Limits
- Replies: 113
- Views: 18662
I've got to say that I agree 100% with what Miax is saying here. In the long run it'll make the MUD a much much more balanced and enjoyable place. I've been playin' muds for about 7 years now, and the problem of groups bringing enough people to unbalance any given zone has completely ruined many of ...