Shattered Kingdoms

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Should there be a wiseman in each inn?
Yes, It would make things more interesting and even for newer players. 81%  81%  [ 38 ]
No, I try to keep this information to myself. 2%  2%  [ 1 ]
No, Learn it for yourself nooby beeotch. 11%  11%  [ 5 ]
No, Code-wise, its a nightmare. 6%  6%  [ 3 ]
Total votes : 47
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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 11:57 am 
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Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Perhaps preparing documentation for an area should be one of the requirements of building one.


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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 2:23 pm 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Thanks for all your input. I really like the idea of a wiseman for each important location. Inns, cabal hq's. It could be really fun.
I feel like the next step would be to come up with each location that a wiseman would be at. (keep other ideas and pros/cons coming though)
And after that would be maybe setting up an email address that people could send their ideas to? Maybe set up a protocol for the way the quest needs to be set? "Help me with a *quest*." "A Quest, you say?" that sorta thing.


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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 2:36 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
>area
[Blah to Blah] The Tunnels of A Foo

>help foo
Actual LORE. And INFORMATION.



Mind boggling, isn't it?


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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 3:02 pm 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
What do you mean? I'm confused on that. When people talking, theres a bunch of nonsense bs? and when you read a help file, its legit info? is that what you're saying?


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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 7:50 pm 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
help 'temple of murder' didn't come up with anything. Its cool that there is the 'area' command. I didn't see the help file really work. Cool thing though.


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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 8:03 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
In fact, his post was a very snarky commentary about the fact that help files about specific areas don't exist.


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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 8:14 pm 
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Guilty as charged. It should not be seen as such a big deal to write five sentences about the place you spent ____ hours building.


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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 8:46 pm 
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Joined: Wed Nov 28, 2012 1:05 am
Posts: 333
Location: Newbtown
I would prefer wiseguys in inns that make light of poor adjective choices and the like.


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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 8:59 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
grep wrote:
Guilty as charged. It should not be seen as such a big deal to write five sentences about the place you spent ____ hours building.



I never said it was a big deal, so I'd greatly appreciate it if you stop injecting sentiment where there's none expressed.

There have been tens of builders over the past 17 years of this game, and none of them made a help file for their areas. That's called a precedent. If you'd like us to retroactively create things just because you feel like they should have always been there, it's a bit ridiculous to pretend like it's some sort of neglect and laziness on the part of any party.

My inbox, as ever, is open for your 5-sentence descriptions of existing areas.


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 Post subject: Re: Idea: Wisemen
PostPosted: Sat Aug 10, 2013 9:01 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Sure.

Give me the ability to wander around them wizi to figure out what the hell is going on in them and I'll write up your descriptions for you. I never said I wasn't willing, either.


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