Cherek wrote:Well Zhar does have a point about the auction house. But Gruff has a point as well... imbuement list and link to maps are the things any new player, or old player returning, usually get from the newbie line as soon as they ask where something is or what X imbuement does. And the "discover it on your own" isnt possible for a youngster since the price is way too high for a newbie. If it was 1 platinum maybe, and to be honest it could be lowered to that, or even be changed so it shows the effects right away since the discovery period for imbuements lasted the first few months. When the lists started to appear, that part of the game kind of ended. Any new player will get that list as soon as they ask the "What's this unusual object?" question on the nline anyway I think. I understand Zhar's point, and in general I agree, however regarding imbuements I dont really see a problem including them in the client.
Well, I'll let the imbument thing stay in the first beta version anyway, so people can form an opinion about it. But like I said, if its deemed bad in some way it doesnt have to be in some official endorsed release (if we ever get that far).
I'm on your side with the imbued stuff though, it probably doesn't hold the same exploration appeal as it once did. But, with that being said, it would totally be possible to add the exact same thing for herbs, with stats and effects and where to find them, but I do think that would be going to far and actually ruining some of the game.
I mean, you could even highlight every single quest item in the game and give detailed explanations on each one, if you wanted to, but that would just be stupid. I don't think the imbuements is like that, though.
As for vitals... hmm... would it be possible to just have the client check vitals, but hide the out text, but record the values and then just update the vitals info screen? Thats how I would attempt it in cMud anyway.
Yeah, thats the way I've been trying to do it, the multiline triggering is kind of a hassle to get right atm though. I'm sure once I figure it out it will be really simple :p
As for you not being an experienced scripter, well, I think when it comes to Mudlet scripting you are now the most experienced scripter, and I do not think of what you do as a foundation for other wizards to build on.There are just a handful of wizards around at all, so I find it pretty unlikely that someone should continue this project. Maybe other players might become interested and want to develop it more, but I dont think it will turn into a wizard project. And to be honest, I think players who actively play a mortal would do this better anyway. Unless you want to become a wizard of course!
Haha, I only used the word wizard as a way of saying "i'm not very good at this", not aimed at talking about wizards on the mud. What I was getting at wasn't that this needs to be very experienced people doing advanced stuff, lots of stuff can be pretty lo-fi and still improve the game a lot.
Also, on a tip from Makfly I made a little pathrecorder (like one that is in zMud as I understood it) that can help do some pathrecording and speedwalking.
That was a great idea, so keep em coming!