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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 10:49 am 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Code:
Changes:
- Changed color intensity of blocks and special attacks


A few of the new colors are just god awful terrible - especially trip using the $1 color code. If anyone prefers the old trip messages, you can use the following:

#TRIGGER {You trip * and {he|she|it} goes down!} {#CO 2;#SAY ~>~>~>~>~>~>~> TRIPPED ~<~<~<~<~<~<~<;#CO 11}

EDIT - Wrong zMUD color code.


Last edited by FinneyOwnzU on Sun Jul 27, 2014 12:28 pm, edited 1 time in total.

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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 10:51 am 
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Joined: Tue Mar 18, 2014 10:14 pm
Posts: 358
Code Updates always feel like Christmas to me for some reason.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 10:51 am 
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Joined: Wed Mar 19, 2014 1:35 am
Posts: 138
Quote:
- Add wisdom and charisma penalties to charm person



Fair enough, due to being controlled, but wouldn't charms be less concerned about themselves and throw their full weight behind things? Shouldn't they get bonuses (up to racial max) of str, con, and dex then to even it out?


I just feel a we're going to nerf a sorcerer being able to use charm for swashbucklers, priests, and other things - we should probably buff it so they have decent melee tanks/damage.

Otherwise, we're just opening a gap up more between pure damage classes (mercenary/barbarian/scouts) versus casting classes.


Right now as it stands, an MR barbarian who is smart is pretty immune to a sorcerer and their charms as it stands. Also pretty immune to rogues, bards, swashbucklers, barbs....etc.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 10:52 am 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Code:
Changes:
- Reduce max combat bonus/penalty due to size


I don't really have an issue with this change per se, but if the damage of minotaurs, giants, and centaurs is getting lowered - you should probably consider decreasing the penalty these races suffer from their weaknesses too. Especially for centaurs and fire damage.


Last edited by FinneyOwnzU on Sun Jul 27, 2014 10:56 am, edited 1 time in total.

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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 10:53 am 
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Double post!

Quote:
- Reduce max combat bonus/penalty due to size


Is this just damage? Dodge bonus? Bash bonus/penalty? All combat?

Clarification! :)


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 11:53 am 
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Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
Getting an XP boost also makes your familiarity go down faster? I mean, area familiarity is triggered to the xp you gain in that area, so if you boost your xp by say, 30% the familiarity will also burn out 30% faster?


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 5:29 pm 
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Tojishiro wrote:
Getting an XP boost also makes your familiarity go down faster? I mean, area familiarity is triggered to the xp you gain in that area, so if you boost your xp by say, 30% the familiarity will also burn out 30% faster?


Pretty sure it would help offset the penalty that familiarity applies.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 5:31 pm 
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jreid_1985 wrote:
- Reduced taunt chance when deaf instead of immune

Ah the scrubclub patented resist taunt by deafness technique has been foiled!


You didn't invent that.

Does this now mean that things that don't understand you can be taunted as well, or are you still SOL?

Also, I don't understand why you would put a TBA on some of these if you weren't ready for them to go live.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 7:58 pm 
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Joined: Wed Dec 11, 2013 8:53 pm
Posts: 503
Great changes, thanks.

One thing, the new way combat displays makes it impossible to follow as a third party. As a sorc/healer, all the messages of people parrying/shield blocking each other look painfully similar to hitting messages. Please change third party combat messages back.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Sun Jul 27, 2014 8:03 pm 
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Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
ninja_ardith wrote:
jreid_1985 wrote:
- Reduced taunt chance when deaf instead of immune

Ah the scrubclub patented resist taunt by deafness technique has been foiled!


You didn't invent that.

Does this now mean that things that don't understand you can be taunted as well, or are you still SOL?

Also, I don't understand why you would put a TBA on some of these if you weren't ready for them to go live.


Yeah I think dulrik invented it when he coded it and I started applying it to destroy newbs. Stop whining about TBA skills. That's just D's way of telling you more stuff is on the way so you don't QQ more about how swashies are so bad.


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