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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Mon Jul 28, 2014 9:12 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
Dulrik wrote:
FinneyOwnzU wrote:
nothingxs wrote:
As someone who has trouble reading dark blue and blue on black, I would please request that the offensive skills be changed to something easier to read, like $3/$3$I (which is less murder on my eyes). I'm sure a few people have this problem and there is the option of just editing the color display client-side, but that ruins a lot of gradient work which builders occasionally use. Thanks :)

These triggers will restore pre-update colors to rallying cry and trip (all of which now use the $1 color code - ugh). I'm sure there are other messages that use the $1 color code, but I haven't come across them yet.

You know that triggers is overkill for this, right? Is there a client that exists which does not let you redefine the actual color represented by $1 to whatever you want? Even base telnet will do it for you on most platforms.

You don't like Dark Blue on Black? Use the color slider in your client settings panel to make it lighter or change it to Ultramarine or whatever else. Ultimately all I've forced on you is 1 of the 16 color settings. Each of those settings can be whatever you want.

The problem is that changing the default colors also changes the expectation of how those colors will be used in items, descriptions, titles and more. I basically would rather have it default to a more readable color that I'm likelier to be able to pay attention to than something that's difficult for me to process with my janky eyes, if at all possible! I also imagine many people probably have the same issue (especially people who play with thinner fonts, like Consolas, instead of Fixedsys).


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Mon Jul 28, 2014 11:06 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
If you can't read it with the default setting on your client, you should change the color. Because it doesn't matter where or how it's being used - you still won't be able to read it. Honestly, you will just need to brighten it a bit and it won't even change the theme.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Tue Jul 29, 2014 1:32 am 
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Posts: 906
While I think the wolverine stance will be interesting to fiddle with, but how does that solve the issue of them dieing to massive weapons??


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Tue Jul 29, 2014 1:59 am 
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Joined: Wed Aug 24, 2011 6:07 pm
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well, definately makes them a bit more useful for PvE, and gives a big big buff to the giant swashie who will get six attacks, seven hasted...


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Tue Jul 29, 2014 3:47 am 
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Joined: Thu Aug 23, 2012 7:30 am
Posts: 48
SK Character: Pibbs
Galactus wrote:
While I think the wolverine stance will be interesting to fiddle with, but how does that solve the issue of them dieing to massive weapons??

I think the spirit of this update is not to make them the premiere melee class, but to make them more active in combat. On a first glance, the changes accomplish this. Forcing the player to be very conscious about their combat stance and utilizing the active skills effectively. My guess is that this is going to make the class a high (player) skill class whereby the difference between a novice and an expert player of the class will be clearly defined.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Tue Jul 29, 2014 4:19 am 
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I want to be able to use this stance with a certain cabal skill set :evil:


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Tue Jul 29, 2014 5:31 am 
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I like the concept of heckle, but why anybody would choose wolverine stance over aggressive is beyond me.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Tue Jul 29, 2014 6:30 am 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Dulrik, mind giving us a bit more quantification as to what you did with the size damage bonuses & penalties (cut them to 75% of what they used to be, 50%, etc)?


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Tue Jul 29, 2014 7:18 am 
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Joined: Wed Jun 04, 2014 7:51 pm
Posts: 28
Love the new additional options for uses of LTs, a step in the right direction. Few comments about LTs and unspecialize.

From help specialize.
Code:
WARNING: Choosing a weapon type is PERMANENT.  It can't be changed.

See also: weapons


The help specialize file should be updated to include the unspecialize option for LTs and include a 'see also: redeem'.

Code:
[HP:100%] [ME: 41%] [PE:100%]
>
redeem
Syntax: redeem resurrect (20 tokens)
Syntax: redeem XPboost (5 tokens)

You can spend 154 loyalty tokens for this character.

[HP:100%] [ME: 46%] [PE:100%]
>
sco

 oOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOoOOOo
 o [Scores] Sitis - Diamond of Conflict                                      o
 o===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===o
 o    Status: Grand Master(1)   Race: Sprite           Class: Mercenary      o


I am a mercenary yet the redeem message does not mention the option of unspecializing nor the cost to do so. Knowing the cost ahead of time would make it more attractive option.

All in all very cool stuff on the LT front.


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 Post subject: Re: Code update 7/27/2014 Q&A
PostPosted: Tue Jul 29, 2014 7:36 am 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
You uncovered a bug in displaying the redeem specialize cost. Will fix for reboot.


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