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Minor(?) tweaks I would like to see...
Elric Posted 15 Mar 2004

As the subject states…

Remove the anti word of recall thing in holy square. It's pointless now and it prevents word stun.

!magic changed so that it still allows identify to work. It's annoying as all hell and the creation of the flag was to prevent enchants.

!science: same as above, allow analyze to work (actually I'm not 100% sure if !sci blocks analyze, but if it does allow it).

This one is probably a major, possibly undoable request. I'm not sure how many of you have seen physicists using replusion on every item of equipment, but it's 'slightly' spammy. The other potential problem (I say potential because I haven't tested this) is that if you were to nullify the phyz the repulsion would not be wiped from his items, and I believe it should be. On a side note, this same issue exists for rangers and the envenom spell and I'm guessing elemental branding.

How I'd like it to work: Phyz alters 'repulsion' target. Where target is a player rather than an indvidual item. The alteration is then applied to each item of the appropriate type (item type worn / armor? I'm not 100% on this either) and the mana cost is charged as if it was cast on each specific item.

The phyz would then have an affect something similar to:

You are feeling repulsive.

This could then be easily affected by nullify. It's probably a nightmare to code, I just think it would be a nice tweak.

The same reasoning could / should apply for rangers with envenom and elemental branding and also the clerics flame of faith spell. (By the way, I knew nothing about this spell until I grouped with a players new cleric… did it get a news item?)

Panzer Posted 15 Mar 2004

I would disagree with the doing away with repulsion field on items.

Why?

Well, mages get to "enchant armor" and make it permanant.

Phys's repulsion field at least wears off.

Spammy? It can be. But so can all the mage/cleric spells that you cast. Armor, fireshield, prayer, etc…

Panzer Posted 15 Mar 2004

Besides that, it's the only really defensive "spell" that Physics have.

Lattice hardening is only DR.

None of the "fields" affect AC.

Why not consider making Repulsion field a permanant alteration?

Just my 2 cents.

Storm Posted 15 Mar 2004

Concerning nomagic and noscience on objects, I just ran a few tests of my own, and have found that using the skill appraise on an object that is nomagic will give you a good deal of information about that object, but will not give you EXACT numbers in all cases. It gives you the material the object is made out of, an estimate of it's value, any + or ! class/alignment flags that are on the object, and will tell you any applications the object may have (This item increases DAMROLL, this item decreases STRENGTH). On weapons, and armor, it will say something like "This weapon does a maximum of # damage." for the ac-apply it will say "This armor offers (descriptive name for the ac-apply) protection."

If you ask me, that's all you really need to know about an object anyway. If you REALLY have to know more than that, just get it analyzed, as analyze will work on ANY object whether it's nomagic or noscience. If you don't feel like practicing the appraise skill, (every class gets it) then you can pay a minimal fee at a vendor to have it appraised.

I'd have to agree with Panzer on the repulsion field issue, it's just as spammy to watch a mage/knight or cleric/psi spell up as it is to watch a phys use repulsion field on their objects. I don't agree on making it a permanent enchant, though.

As far as the news file for flame of faith:

– NEWS UPDATE (120) —————————————–

This reboot (yes, another one):

  • New cleric spell 'flame of faith'
  • Objects should no longer disappear as a result of temp object affects wearing off

My main beef with flame of faith is that there's no help file for it, and whenever I tried to cast it on myself or other mobs it would say, "Can't find your target!" and I had to ask someone if it was bugged or not. :P

Anyway, I'm pretty sure everything I tested about nomagic and noscience on objects is right, but as usual, I could always be wrong.

Storm

Panzer Posted 15 Mar 2004

I've found that there are a lot of help files missing.

One of the more "basic" helps that I tried finding for barbs was: Help Cleave

Surprised to not find that one…

I've noticed a lot, and should have written 'em down..I'll start to do that :)

Panzer Posted 15 Mar 2004

Oh, also..

You CAN use "analyze" on !sci objects and get the same info as you would when analyzing any other object…you get no magical info about it though (like what spell it casts, or spell-affect it has i.e. haste, etc).

Dolza Posted 15 Mar 2004

A tweak i (and all other psions) would love is to make psilocate/psidrain better. I went to wyllowoood looking for the bees and had to just start psilocating 1.bee 3.bee 5.bee etc. i didnt find a bee in the damn zone til i got to 111.bee. its more than a little frustrating. First it was locating beetles and who knos what else.

The Zen of Healing…..this is the worst of the monks abilities. It's not like i want a complete overhaul of it or something, just a tweak like the zen of motion got. If it gave regen that would be great! maybe a stronger regen with level and gen.

dolza

Elric Posted 16 Mar 2004

Okay some responses: Panzer you didn't read what I wrote if you think I want it done away with. What I'm saying is instead of 20 casts to cover all the items, make it so that you cast it once, it affects all the objects that can be affected by it and have the mana cost vary accordingly. No where does it say I want it done away with. I'm trying to streamline it :p Now why I want it to be 'nullifyable' is because if you walk through nullscience rooms these affects should disappear! By making it an affect that shows up on your affects list it easily opens the way for this to happen.

As for the only really defensive 'spell' that phyzicsts have…what the bloody hell do you call electrostatic field? It's one of the best affects to have in the game and it's available to 'em at level 1!. Lattice is 'only' Damage Resistance? Dude :p Phyz rocks what I'm suggesting won't stop 'em from rocken in the slightest :p

Making Repulsion field a permenant alteration is a crazy idea (sorry Panzer) Do you really want to see people running around with -500 ac's all the time? Because I assure you, you would.

Storm: yep I agree, appraise is not bad. What I'm asking for is not unreasonable however (I don't feel that it is anyway)To my understanding !magic was created to prevent the temporary or permenent enhancement of objects via magical means, and the same for !science. I have 0 problem with this. I just want identify to still function. I don't want to know what affects it has without knowing the numerical as well, ESPECIALLY since the advent of random stat equipment. As for getting it analyzed…screw that! That's trading one inconvenience for another and analyze doesn't show what spell it casts:p

As for it's just as spammy watching classX / classY spell up…you're wrong. Phyzicists have all those other nice spells to cast and then on top of it they run through an alias that does every piece of equipment they can wear :p

I'm sorry this sounds like a bash on physicists, it's really not. I think the class is fantastic, I'm just offering some, hopefully, constructive comments.

Thanks for checking out the news for me. I would have done it if at home and on the mud :p This forum is a lunch time pastime for me ;)

Panzer Posted 16 Mar 2004

I'm sorry Elric, I misread your original intention about repulsion field. :( My humblest apologies! I didn't "catch" the whole "applied to each item of the appropriate type" part of your post.

I guess I never really considered Electrostatic Field to be a "defensive" spell, because of the "offensive" effect that it has.

For me, defensive spells help your AC out.

Perhaps I will have to reevaluate my thoughts on that :)

That's the great thing about this board…you get the chance to have a good "conversation" with folks and learn new ways of thinking of things :)

Elric Posted 16 Mar 2004

Agreed, as long as the parties are reasonable it's a good way to discuss things :) FYI Electrostatic field actually prevents some attacks from landing, hence why it is a defensive alteration.

Ego Posted 17 Mar 2004

1) Enchants and other magic affects aren't affected by NULLMAGIC… AFAIK - armor/damroll/etc from MAGIC items are still applied - now whether that's correct or not is debatable.

2) Spammy - a phys doesn't necessarily want to alter all of his eq - but if a good command interface was specified like: alter 'repulsion' worn that would offer a shortcut with mana and waitstate = normal cost * N items enchanted - that'd be cool potentially… another option is to have the server detect repeated alters and collapse them.

Elric Posted 31 Mar 2004

Enchants and other magic affects aren't affected by NULLMAGIC… Aye, permenant enchants to damroll / hitroll / armor / saves don't get wiped by a nullmagic room which is good. (it'd be extremely harsh if this was changed) What would be good however would be if you walk through a nullmagic room it wipes temporary magical enhancements, like elemental branding, or envenom (maybe flame of faith, I really don't know enough about that spell).

I'm basically saying that temporary enhancements, be they magical or scientific, should be treated as an affect and thus be wiped accordingly as the player walks through a null room.

Drom Posted 31 Mar 2004

Basically you're saying the room should cast Dispel magic on you as soon as you enter. An interesting idea. Certainly easy to do on a room by room basis, but I sure wouldn't want to implement that in UTMII or Hell II.

Elric Posted 5 Apr 2004

No, that's not quite what I'm saying. UTMII and UTM have !magic rooms which prevent the use of spells. NULLMAGIC rooms actually unaffect you of magical, or in the case of NULLSCI and NULLPSI, alterations and triggers. (I don't know the exact roomflag names, these are just what I'm calling 'em). Now the new temporary enhancements aren't affected by these roomflags. IE. I have envenom cast on my mystic sapphire dagger and walk into the NullMagic room in Cybertech labs. It unaffects me of all spell affects, but my dagger retains the temporary magical enhancement envenom. What I'm saying, is a Nullmagic room should wipe these spell affects as well as all the rest.

I have used the above as an example, I could have for instance, walked into a NullSci room and had the temporary alteration repulsion not be removed from my chainmail loincloth

We all understand what I mean now? ;)

Heartsbane Posted 5 Apr 2004

so, your saying that, if your dagger of venom casts poison, and you go through a dispel room, it wont cast anymore??? WtF?

Heartsbane Posted 5 Apr 2004

ok, i was just joking, i really know what you mean ;) refers to that other thread where you wanted people to fully read it before replying snickers


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