Search found 14 matches
- Mon Jan 07, 2008 03:32 am
- Forum: General
- Topic: cronable voting script
- Replies: 7
- Views: 26401
Re: cronable voting script
Edit: Updated to work as of Jan 6th 2008 Also, this version has a few more greps as I have to keep grep'ing until I get to the specific values I want. If you know a better way to get specific subsets of matches in a bash script, then please post it. I reduced the grep-orgy you wrote there to quite ...
- Fri Nov 10, 2006 10:27 am
- Forum: Ideas
- Topic: Improved summary
- Replies: 11
- Views: 13751
Well, some of these extra summaries seem to be more useful if they go over several (read: all) sessions. I mean, unless you reinc you don't go raising more than two-three skills a session. You probably won't pk more than two or three others either unless your aiming for removal :twisted: That again ...
- Fri Sep 02, 2005 11:01 am
- Forum: Ideas
- Topic: "Classed" hunting/fishing contests
- Replies: 30
- Views: 35651
Well if players really wanted to have a chance to win these contests, then maybe they should go and join the fishing/hunting guild. What if there was just 1 player in a particular group that participated? That's a guaranteed prize for the player... Well, that's all nice and dandy for you, but I fir...
- Thu Sep 01, 2005 22:06 pm
- Forum: Ideas
- Topic: "Classed" hunting/fishing contests
- Replies: 30
- Views: 35651
one more small idea :)
Forgot this one: make Degtog and Astug "keep" the score at least until reboot, telling people that "Sorry you missed it, but the final scores for the contest were...[long list]".
- Thu Sep 01, 2005 22:02 pm
- Forum: Ideas
- Topic: "Classed" hunting/fishing contests
- Replies: 30
- Views: 35651
"Classed" hunting/fishing contests
Since the outcome of both the hunting and fishing contest seem somehow predefined according to who is attending (be a level 100 and get the prize) I propose the following: 1. there should be classes. Maybe four, maybe more, and divided by level (cut at 25, 50, 75 for example) 2. there are winners in...
- Thu Aug 19, 2004 23:15 pm
- Forum: Ideas
- Topic: Apprenticing
- Replies: 16
- Views: 17479
actually I had a similar idea quite some time ago...
... but then the idea command disappeared :) Anyway, I think it would be nice if you could teach other players the skills you know, but only up to the level you have (or a bit less). In return, you'd receive some exp for teaching the skill, while the lowbie learning from you would only use their exp...
- Fri May 21, 2004 12:45 pm
- Forum: Ideas
- Topic: Potions in boots
- Replies: 3
- Views: 5880
Potions in booth(!)
Alternatively, booths could be recoded as containers. That way you could sell literally 100s of potions at once, but only two or three of those ghastly big hauberks. But then, even shops have that slotted design, so I guess there are good (programming) reasons to do it slot-wise instead of bulk-wise...
- Sun May 09, 2004 14:11 pm
- Forum: Ideas
- Topic: Idling templars at guard duty
- Replies: 19
- Views: 21101
Re: actually
<and some more info sharing>... Except for poor small races <share share shaare> and poor newbies who don't know the way? Exactly. Which is why I proposed the reputation loss, because the purpose of guard duty for templars is to gain reputation... I know mid- or highbies would see PKing the idling ...
- Fri May 07, 2004 23:57 pm
- Forum: Ideas
- Topic: Idling templars at guard duty
- Replies: 19
- Views: 21101
Idling templars at guard duty
There should be a (short) timeout for templars to check incoming players, after which one of the NPC guards whacks the templar on the head and does the checking himself (as they do when there's no templar around). This may be combined with reputation loss (guard duty is for reputation gain, right?) ...
- Wed Apr 28, 2004 22:31 pm
- Forum: Ideas
- Topic: Anti-magic guild
- Replies: 22
- Views: 27297
Re: anti-magic guild
Nice idea, I sort of like it. But when I hear 'anti-magic' I immediately picture a frenzied barbarian with foam dripping from his mouth. Like the militia you mean? :P I don't think that this 'anti-magic' guild should be able to use spells (magical items they could use of course). They should have m...
- Wed Mar 31, 2004 12:49 pm
- Forum: Ideas
- Topic: A simple (and expensive) solution to the housing-problem
- Replies: 32
- Views: 34250
a (maybe stupid) idea for dynamic housing
Steal the merchant code. Replace booth with house, slot with room. Make it much more expensive per room and start with a 1 room house. Make it impossible to summon your house more than once (or twice) per incarnation, so the Vaerlon/Graemor problem gets solved. Make big fields (100x100, 1000x1000, n...
- Tue Mar 30, 2004 01:21 am
- Forum: Ideas
- Topic: Clown guild
- Replies: 22
- Views: 23265
- Tue Mar 30, 2004 00:57 am
- Forum: Ideas
- Topic: Clown guild
- Replies: 22
- Views: 23265
Clown guild
Yes, I'm (semi-)serious. I haven't collected enough ideas to make this a mainguild, but a free subguild should be very possible. Some clown skills: Tickle battle maneuver (when in melee combat) Kick should be more effective than in militia (because of bigger shoes :) ) I like the idea Labinac had ab...
- Tue Mar 30, 2004 00:18 am
- Forum: General
- Topic: World map.
- Replies: 7
- Views: 11226
Hmmmm. All that grey space around the valley, does that mean icesus could become even bigger? Like four times as big as it is now?belannaer wrote:Here: http://www.icesus.org/images/map/map.png