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#94 - 11/28/07 08:42 AM Xp Message Update
Charon Offline
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Registered: 10/24/07
Posts: 368
Loc: Toronto, ON
Quick idea for making things more clear.

The xp message which is currently (at least very close to):

You have gained 10000 xp.

If that could be changed to:

You have gained 10000 combat xp. Or Magic... etc. That would be very helpful for newbies trying to understand the system (i.e. killing a snotling with fop does NOT give you 30k combat xp) as well as for people like myself who like to track xp via triggers.

Just a suggestion and one that should be VERY easy to implement ;\)
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#96 - 11/28/07 05:20 PM Re: Xp Message Update [Re: Charon]
Muod Offline
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Registered: 10/04/07
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Loc: MA/CA
i like it.
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#115 - 11/29/07 12:54 PM Re: Xp Message Update [Re: Muod]
Cerberus Administrator Offline
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Registered: 11/28/07
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Agreed - another project for a new wizard!
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#931 - 12/18/07 06:16 PM Re: Xp Message Update [Re: Cerberus]
mathias Offline
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Registered: 10/19/07
Posts: 40
Can we also have an option to set a color for when it shows up? I can never catch it in my combat spam.
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#935 - 12/18/07 06:54 PM Re: Xp Message Update [Re: mathias]
Dragora Offline
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Registered: 11/03/07
Posts: 38
Loc: Canada!
Why do we even see the amount of XP gained? Or the amount of wield a weapon takes, or the amount of protection you have. Maybe I am old school but guessing, learning, tinkering, trying things was one of the best parts of the playing the mud. Only having a slight idea of how things work is enough to play properly and still have fun.
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#936 - 12/18/07 07:38 PM Re: Xp Message Update [Re: Dragora]
Minstrel Offline
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Registered: 12/14/07
Posts: 90
 Originally Posted By: Dragora
Why do we even see the amount of XP gained? Or the amount of wield a weapon takes, or the amount of protection you have. Maybe I am old school but guessing, learning, tinkering, trying things was one of the best parts of the playing the mud. Only having a slight idea of how things work is enough to play properly and still have fun.


I'm not sure why all the numbers began showing up. Madoc implemented the wield of a weapon being viewable and then Nevin added in xp messages and levels for all mobs. I'm not a fan of the numbers...they make no sense in the context of the game. It's OOC information being presented fairly IC-ly.

I'd prefer all the behind-the-scenes numbers be taken out of the front-end of the MUD.

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#938 - 12/18/07 07:51 PM Re: Xp Message Update [Re: Minstrel]
Charon Offline
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Registered: 10/24/07
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Loc: Toronto, ON
Or, perhaps allow detect magic to see it past a certain point?
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If you say plz because it is shorter than please, then I will say no because it is shorter then yes.

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#939 - 12/18/07 07:53 PM Re: Xp Message Update [Re: Minstrel]
mathias Offline
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Registered: 10/19/07
Posts: 40
personally i think the wield showing is a great asset for enchanters and tinkers. it makes sure that a weapon is crafted properly.

i also like the xp showing, it helps move time along knowing that your constant cycles are providing some sort of experience, otherwise if this wasnt implemented I would be checking how much experience im getting after each spell/round/cycle anyway so this saves a lot of work and therefore makes it more fun (because you shouldnt feel like you are at work when mudding).

if people dont like being able to see the messages or prefer it like the olden days then there should be options to turn it off completely. i think that option should be left to per user preference and not a mud wide change.

really the reason i wanted the message to be able to be changed is that items in rooms were changed from bold magenta to plain white the spam i get from combat is indistinguishable. I would like to see that allowed to change color too. I know of a setting currently in the game that allows you to change object colors, but it also changes static colored objects (ie A crystal clear fountain(bold cyan), gate rune(bold blue), exploding rune(bold red), etc) so if i changed itemcolors to magenta all of those would change from their static colors to magenta.

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#940 - 12/18/07 07:58 PM Re: Xp Message Update [Re: Minstrel]
Dragora Offline
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Registered: 11/03/07
Posts: 38
Loc: Canada!
 Originally Posted By: Charon
Or, perhaps allow detect magic to see it past a certain point?


Detect magic based on M level (enchantments)

Also why not detect wield based on C level? (for runes)

No one trains detect magic anyways they just look a lot so why not integrate it into the mud. Would make more sense then perfectly seeing the number.

And having to research things, test things out was awesome. I vote remove all these numbers, things were good when you had to research, do some match etc. Even the "devcost" command is strange.

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#943 - 12/18/07 10:57 PM Re: Xp Message Update [Re: Dragora]
carmy Offline
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Registered: 10/14/07
Posts: 164
Loc: South Korea
I think some of the things like 'skillcheck' was put in simply because everyone already knew the formula, and how fair is it that the 2-3 people who don't don't get that information either? Does it really make a difference in the end? I don't think so.

I don't like the exp being displayed after each round of combat either, I think it's silly. I don't think that detect magic should reveal ooc things though. Maybe an obscure message like "You sense you require a little more skill to wield this weapon" or if you really suck "You sense you require a WHOLE lot more skill to wield this weapon"

It's IC and gets the point across without giving out specific numbers all the time.

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