Recent posts

#61
GreaterMUD Ideas / Re: So, uh.......
Last post by Thesifer - Aug 24, 2021, 11:42 AM
Apparently the issue with people not being able to login is possibly back.
#62
GreaterMUD Ideas / So, uh.......
Last post by MudHunter - Aug 24, 2021, 10:45 AM
I somehow remembered my pw!

So, uh, is Mud down? or was I banned for being awesome?

8-24 around newn.

#63
GreaterMUD Ideas / Re: Board go boom
Last post by jim gilmore - Aug 15, 2021, 11:04 AM
no clue clicked make new post at this rate I will never get to 50 no wonder I get frustrated.
#64
GreaterMUD Ideas / Re: Board go boom
Last post by soul - Aug 15, 2021, 09:27 AM
The board isn't quite down, but you can't reconnect once you hang :( I know it doesn't help muych.

Also why are you posting in 'GreaterMud Ideas' ?
#65
GreaterMUD Ideas / Board go boom
Last post by jim gilmore - Aug 15, 2021, 08:21 AM
What A surprise. I spent 3 hours trying to get a black tome. I come back and the area I left is taken. I make a new loop and get hung. And now the board is down....
#66
GreaterMUD Ideas / Re: Realm Cleanup
Last post by soul - Aug 14, 2021, 12:03 PM
That seems like more work, not sure how gmud handles starting a timer to handle that. Would have to look into that.

Realm cleanup is still needed for ganghouse deed tax and stocking items?

I do like the idea of getting rid of cleanup and having everything timer driven and some stuff happening a little more often like shop restock, etc.
#67
GreaterMUD Ideas / Re: Realm Cleanup
Last post by node - Aug 13, 2021, 11:40 AM
Thinking about it and adding to what you've said about a decay timer.   I think it's a slick idea!

Here are some other thoughts surrounding it:

* Instead of it doing stuff around "realm cleanup", just make the timer start as soon as it drops to the ground.
  * After 4 hrs, it "auto-hides" in the room.
  * After another "X" time, it then just vanishes.

* Make realm cleanup go away... would no longer need it.  Item cleanup is more real-time.

* within the state_items, would need to add a column for the current timer for each instance of an item to ensure proper tracking in between TGS restarts
#68
GreaterMUD / Re: bug
Last post by node - Aug 06, 2021, 07:42 AM
What is the actual bug here?
#69
GreaterMUD / Re: New quest
Last post by node - Aug 06, 2021, 07:38 AM
Oh dang was mod 10 released?
#70
GreaterMUD Ideas / Warrior Idea
Last post by soul - Aug 02, 2021, 02:35 PM
I think warriors are great, especially for their chart. But i'm not sure charts really matter much anymore. Especially when a Paladin can out exp them, it more than makes up for the chart difference.

So I was thinking of making the warrior a utility class. They would remain the same in all aspects, but gain the ability to really assist in boss kills very similar to what having the ruby-encrusted bracers do.

To accomplish this, I would add a new ENERGY stat (just like MANA/KAI). All warriors get 100 energy and it can never get increased. ENERGY ALWAYS replenishes at 1 tick per round.

At each 10 level increment, the warrior can quest for a new skill. They can elect to go defensive or offensive at each of the 10 levels, but not both. Think of the level 10 training halls.

The level 10 ones would take 10 energy, level 20 would take 20 energy, etc.. So you could stack them up if they overlapped, but wouldn't allow you to use a level 100 and a level 10 right away.

Here are some thoughts I had for both, just sort of picking random levels as examples, might be too powerful for so early on.

Defensive
LVL 10 - The warrior steps into the forefront of battle. All damage is redirected to the warrior for 2 rounds.
LVL 20 - Shield Guard. (shield required). For 2 rounds the warrior takes no damage from any means. (including traps, magic, etc.). Note at Level 30 the warrior could use this and their level 10 to essentially prevent damage for 1 round.
LVL 30 - Soul Cleanse. For 5 rounds the warrior takes no damage from magical means.
LVL 40 - Ground Slam. The warrior slams their shield or 2 handed weapon into the ground which knocks down all enemies for 1 round (great for escaping tough situations).

Offensive
LVL 10 - (this would require allowing warriors to wield a 2nd weapon in their off hand. Similar to mystics, the player gets the stats from the 2nd weapon, but unless using a skill below, it could not be used for combat)
LVL 10 - Dual Wield. For 2 rounds the warrior is able to utilize their off hand weapon
LVL 20 - Parry. For 2 rounds, with each hit that lands, the warrior does a single hit back (can be combined at level 30 with above for 2 hits per hit if 2 weapons are equipped).
LVL 30 - Critical Strike. For 1 round, a critical strike is guaranteed with every successful hit (after accuracy/AC is taken into account).
LVL 40- (this one is for you Gev). Whirlwind. Instant. The warrior extends both arms and spins hitting all enemies in the room for 1 hit per weapon at 'bash' damage levels, so dual wield (LVL 10) would allow 2 hits.