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#1540 - 03/23/08 09:43 PM Guild Prompts?
Cerberus Administrator Offline
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What if joining a guild set you up with a prompt that was slightly useful for that guild? So if you were a tinker you would get long term name and time left, stuff like that?
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#1547 - 03/24/08 06:20 AM Re: Guild Prompts? [Re: Cerberus]
Dragora Offline
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Registered: 11/03/07
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Not a bad idea. Lots of useful information can be set in the prompt and if someone doesn't know of the command they miss out on this info.
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#1549 - 03/24/08 07:29 AM Re: Guild Prompts? [Re: Dragora]
carmy Offline
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I like it, but I never even set up a prompt with my tinker, and I'm almost HM :P Heh
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#1551 - 03/24/08 10:12 AM Re: Guild Prompts? [Re: carmy]
Charon Offline
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I always use the same prompt regardless of guild (swapping m/s of course).

the default one + a bit

hp/hp mp/mp fp/fp [alerts..etc] then add on:
Devs: c/m time-left-on-lt
then if elementalist the current lore at the end.

What do you guys think the most important info is?

Perhaps what I put but remove the xp to next level part? I se that part only for some triggers that generate statistics for me.
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#1556 - 03/24/08 11:53 AM Re: Guild Prompts? [Re: Charon]
Dragora Offline
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Loc: Canada!
Maybe if check if they have the default prompt and if they changed it already before joining to guild just leave it like that so we don't annoye them.
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#1558 - 03/24/08 01:25 PM Re: Guild Prompts? [Re: Dragora]
Minstrel Offline
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Registered: 12/14/07
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With buffers gone, it's a little less important. When buffers were there, I thought it was vital to have the buffers for your two xp types in your prompt, so that you were always aware of when you were about to fill them and when you were about to empty them.

These days, I don't use prompts nearly so much. If I'm playing a long-term guild, I'll put the long-term time into my prompt. If I'm playing a spell-casting guild, I'll put the current spell being casted in my prompt. Beyond that, all I see as essential are hp/HP, mp/MP and fp/FP.

Thus, I don't think this is a critical change, but it might be a little useful. I don't think prompt-setting really separates players in terms of effectiveness, though. It's just for a little bit more convenience.


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#1577 - 03/25/08 03:57 PM Re: Guild Prompts? [Re: Minstrel]
Madoc Offline
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Registered: 03/25/08
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I think it'd be easier just to make a better standard prompt, it hasnt been updated in forever
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#1582 - 03/25/08 05:11 PM Re: Guild Prompts? [Re: Madoc]
Cerberus Administrator Offline
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The idea for guild prompts came from that. I figured it would be nicer to set a useful prompt for each guild, or have it ask on joining if you'd like the default (guild) prompt or to type help prompt. Updating prompts sounds good to me, in other words.
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