Subject: Newsletter (fwd) Dear Mortals, Heroes and imms- As always, I am looking for your comments and ideas :) Here are a few from some of our players, and I'd like your input on them. Mainly we are looking for things ot spice up the illithid and kender races. We have two new areas on BR- The Dark Sea by Faustus and the Funhouse by Gorzak. Check em out :) 1-- I'm looking for someone to do some more ascii work fo rme 2- I'm always looking for someone who knows how to use mzf and has a pine mail reader to help me with some files. Thanks, kiri Well here comes an idea for a skill I'd like to have in BR.. Seen it in some other MUD and it's pretty cool, I think. FIRE SHIELD Surrounds you with a powerful fire shield that decreases damage caused by your enemy as well as reflects his hits back at himself in form of enormous fireballs. syntax: Cast 'fire shield' This one could be a spell for those races that don't have automatically used fighting skill such as 1000 palms etc. What do you think? Mighty >> What about expanding the avian tracking skill so that it >> doesn't work only for people but also for items. Since it >> is magic by nature and there is a spell like locate, i >> do not see any reason why the tracking sprite shouldn't >> find things. Maybe the cost in mana could be raised. > >another idea i'm not all that fond of. >this and there will be a lot of complaints... >typing track sword for instance... >and what kind of objects could it find? only those on the ground? >those wielded? then how does it determine if it's a players or mobs? >there's way too much coding involved to make this a realistic possibility But this is exactly, what I meant... Of course you may end up at another player or at an agressive or very strong mob, but nobody ever said it should be too easy to track or locate any item :) >> (Not new, I know, but...) Avian armour which actually fits >> over the wings! ;) > >ever see a bird try and fly with 50 lbs on its' wings? >armor would crush the feathers, making flight impossible (pretty much) >and possibly destroying them eliminating the chance of flight >after the armor is removed... Dumb use of english on my side... I didn't mean armour ON the wings, but something like a leather armor, which can be worn on the chest and has spare holes on the back, so that the wings and their movement are not affected. Taar Kenders: Skills: Peep - lets the kender see the hp/max-hp of a mobile Threaten - forces a target mobile to leave the room (doesn't work in battle and may cause the target mob to attack), good for avoiding assisting mobiles. Illithids: Skills: Mental Block - similar to previously mentioned deep sleep... increases hp/mana/movement regeneration, blocks out all channels, commands, except for score... lowers ac and leaves player vulnerable to any passing fido mobs (who usually only attack sleeping players) and/or aggressive mobs of a higher level than the player... Telepathic Marker - (in conjunction with retrace marker) Retrace Marker - Telepathic Marker automatically leaves a telepathic marker in the room wherever an illithid dies... retrace marker allows them to retrace their steps back to their corpses (similar to track) ... special code would be there to make sure that it only retraces the marker of THAT character and doesn't get confused with other illithids' markers... Gorzak Kender skills: Blackjack: Player sneaks up behind a mob, wields a blunt weapon, and hits it on the back of the head, knocking it out. If the kender if invis, hidden, or sneaking, he/she wouldn't be attacked by the mob if they missed. The purpose? So they can take as many shots at a backstab as they need to connect. Illithid skills: Raze: The caster causes all the straps and buckles on armor to loosen, and the armor falls off into the mob's inventory. Shouldn't work on weapons. Level 20, 25 mana. Regenerate: Caster regains hps./mana as if they were asleep. Level 35? 50 mana. Peep: Allows caster to see how many hps./mana remain to a mob. Level 7, 5 mana. Illithid or Kender skill, probably too powerful.. Search: Sort of like track, except it looks for a mob within 2 levels of the caster, and makes a trail to it. Completely random. 15 mana. hope you like some of these skills, i'm sure i sent enough that 1 of them is good, at least -Brand idea: how about a "fatality" feature, that when the mob is in either "awful" condition, or bleeding to death, a player can do a 'fatality' on them, and earn extra exp Skills: Wrench: This is a good one to add. Hero-only, it allows heros to remove noremove items. Unfortunately, it also does damage to the caster, and/ or does damage to the equipment/ weapon. Syntax: cast 'wrench' Script: (High level/ Hero spell) <-comment Somewhat like the create potion spell, except that only druids and elves can use it. They can take spells that they have, and write them down on a piece of paper, thus creating a scroll. There is no way to choose which scroll you get. Syntax: cast script Dragon Kick: There are very few "good" kick skills. This kick is somewhat like a roundhouse kick, except that it actually does damage to the mob. It is very powerful, and can sometimes kill with one hit. Syntax: Dragon {kick is optional} New skills by Midnight Subject: Newsletter :) > >I like this idea, also could have like nightmeeres of sorts.. where it is a >random effect.. a player has a nightmeere and is put inot battle or >something.. *shrug* sure details can be worked out... > what would be the purpose of sleepwalking? who would do it? i don't know about this one..kinda silly >>6. Live off the land. Perhaps have some trees dotted around with apples >>growing etc. or if you look carefully you could dig up a potato or two > >Another kewl idea (IMHO) would not be to hard todo... just a rever of get >perhanps > you CAN basically live off the land all you have to do is pick up those little legs and arms that fall off and eat those... >> @>------------------------------[Ipse]------------------------------ >> I'd like to see a "power sleep" that would allow a person to sleep and >> recover at 2 to 3 times the normal rate. The drawbacks: can't wake up >> until yer within 90% of yer maximum hp, cant communicate at all, no tell, >> no gtell, no chat, don't even see them. If yer attacked it takes 2 - 3 >> rounds to wake and respond. Perhaps imms could communicate for sys >> maintenance. how about you can't wake up til you're at 110% of max hp... 2 to 3 times the normal rate is a bit high and 2 - 3 rounds to respond? that's nothing thats like maybe 3 attacks with most mobs, maybe 6 tops and it won't be enough to balance out the faster rate... >> What about expanding the avian tracking skill so that it >> doesn't work only for people but also for items. Since it >> is magic by nature and there is a spell like locate, i >> do not see any reason why the tracking sprite shouldn't >> find things. Maybe the cost in mana could be raised. umm...not a chance > >> Would it be possible to flag no recall areas on the areas list so that >> when people stumble into them by accident they don't panic (like I did) >> and call a hero for help because they don't know what is going on. At the >> same time that I did that someone else also mis-teleported into the area >> and as a result died and from what I heard had more than a bit of trouble >> getting his corpse back. I know that it is meant to be challenging but I >> hadn't even heard of a no-recall area till then. > guess you learn something new every day ;) > I forgot to tell you the idea. I think that a hero should be able to >use the "general purpose", "High Explosive", and "Change Sex" spells, but there >is no place that teaches them. I also think that, since HEROs no longer need >experience, we should be able to sell it (expericnce), for practice sessions. > Such as: 100,000 xp = 3 practice sessions. >Thanks, umm...general purpose and high explosive? no. not gonna happen. and as for selling experience, i don't like it... there is a reason why we don't give you all the skills it's so you SHOULDN'T be able to have em all... at hero, you are still mortal so how many mortals can have all the skills? >1.) an idea for the realms: > > >cartwheel kick (skill for humans) - multi-attack weak-to-medium damage > >body blow (skill for dwarves) - high-powered single attack causes delay >for 3 rounds > humans and dwarves really don't need more powerful attack skills humans appear to be the easiest race to play here and adding to them will only make it worse. >critical hit (skill for kender) - creates a small possibility that player >will hit a critical > blow which does double >normal attack damage. > >double vision (spell for illithids) - creates a duplicate image of the >caster which >temporarily lowers the mobile's hitroll by half > by half?????? i would think maybe for the first attack... after that, if you swung at one image, it went thru it would you swing at it again? >bodywarp (spell for illithids) - shoots player in a random direction; >player keeps moving >until player hits a wall or door. Oakley >Blackjack: Player sneaks up behind a mob, wields a blunt weapon, and >hits it on the back of the head, knocking it out. If the kender if >invis, hidden, or sneaking, he/she wouldn't be attacked by the mob if >they missed. The purpose? So they can take as many shots at a >backstab >as they need to connect. Umm... wasn't one of the drawbacks of backstab that it can fail? so it didn't make anyone with backstab invincible? >idea: how about a "fatality" feature, that when the mob is in either >"awful" >condition, or bleeding to death, a player can do a 'fatality' on them, >and earn extra exp ahem.... umm... well, that would be interesting if we didn't actually kill the mobs anyway... did you ever notice how it says a mob is DEAD when you KILL it? That means that doing a fatality would be like the same as killing it regularly and doesn't deserve any extra xp, which would make it pretty pointless... Maybe instead, a programmable last blow message for players can be used... would be programmed in a similar format as a social... wouldn't take much coding... like: deathmessage myscreen deathmessage itsscreen deathmessage bystander > Wrench: This is a good one to add. Hero-only, it allows >heros to >remove noremove items. Unfortunately, it also does damage to the >caster, and/or does damage to the equipment/ weapon. Being a hero, I find this to be a great idea...but... I would like it if we heroes weren't subject to the laws of nature too, we shouldn't be waken by rain, lightning shouldn't strike us, we shouldn't be able to die, and when we do ,we shouldnt have to get our corpses.... JUST KIDDING... but of course, you get the sarcasm...what is the point to any of that? we can get gold easily and play the hangman just like anyone else. >Dragon Kick: There are very few "good" kick skills. This kick is >somewhat like a roundhouse kick, except that it actually does damage >to the mob. It is very powerful, and can sometimes kill with one hit. ahem... last time I checked, roundhouse was the best, most popular, most damaging skill... maybe it's just me, though... just because roundhouse doesn't go by the same damage system as regular attacks (like ***THWAP***, tickle, brush, <<<***DISCOMBOMBULATE***>>>) it doesn't mean that it doesn't do damage... Already, the avians and kenders have a skill that can kill with one hit? Will you not rest until every race has every type of skill? Next thing you know, you'll want to give dwarves sanctuary and cure critical... I think it's bad enough that humans are given iron monk which is the exact same thing as sanctuary, thereby making druids a little less special... Gorzak How about an arena that could be used for quests that is non-player killing? This arena could have a feature that heros or imms could start a game of tag. This alternative to arena wars would help make things fairer in a quest, and all levels could participate. A person would walk into a room, and type TAG . That person would then be marked as (TAGGED), and would be considered killed or out of the game. The syntax for starting the game could be something like TAG Blue + ; Tag Red + , thus starting two tag teams, Blue & Red, and assigning to the Blue team, and to the Red team. This assignment would automatically change the player's titles to reflect their team (Titles would have to show up in the arena.) Well, tell me what you think. -Quiver KA>KA>> Messages should me made downloadable in a way. Sometimes KA>KA>> there are MANY and the reading takes quite some time. KA>KA>> This is especially a good idea for the people who have to KA>KA>> pay for their online-time... ;) KA>I agree, they should be downloadable...just saving scrollback still KA>requires interaction...just toss most the helps in a normal ascii file. KA>Also, once the internet software I'm using on my BBS gets the FTP server KA>done, I'll be able to host this file (could also put it on my web pages, KA>but not everyone has web access). *** My BBS will have an FTP server this weekend! If you send me a file, I'd be glad to put it on here...and we could add a ftp link to the web pages. KA>KA>> Maybe create a file specially for the newbies, which they can KA>KA>> order by email and which tells the story of the realms and gives KA>KA>> some hints as how to start the game. Well - maybe the hints KA>KA>> could be left out, but to have a file describing the history KA>KA>> of the realms in both realities and furthermore all the races KA>KA>> and their history which can be played would definitely be a KA>KA>> nice thing. KA>KA>as it's done. After browsing though 6 inches of manuals, I can safely say it's going to be quite a while before I can do this kinda thing. -Just wanted to let you all know- The newbie file is DONE! Email me for a copy! THANKS DOVE! This isn't just good for newbies...this has stories, help files, things you have always been curious about...just email me and you'll get a copy! Yours, Kiri Subject: newsletter Dear everyone, currently my mailer is freaking, so some of you didn't receive the last newsletter. So I repeat... There is now a NEWBIE FILE- basically answers all your questions. Its not just for newbies! So many people complained of not enough time to read all of the helps and stuff- this may just help the way you play. If you want a copy, reply to this letter and I'll email it to you. Thank you Dove for your hard efforts in putting it together :) Illithids: Skills: Mental Block - similar to previously mentioned deep sleep... increases hp/mana/movement regeneration, blocks out all channels, commands, except for score... lowers ac and leaves player vulnerable to any passing fido mobs (who usually only attack sleeping players) and/or aggressive mobs of a higher level than the player... Telepathic Marker - (in conjunction with retrace marker) Retrace Marker - Telepathic Marker automatically leaves a telepathic marker in the room wherever an illithid dies... retrace marker allows them to retrace their steps back to their corpses (similar to track) ... special code would be there to make sure that it only retraces the marker of THAT character and doesn't get confused with other illithids' markers... Gorzak 1. Voice of Mind- would let illithids be able to contact other people on BR even when those people are sleeping. It would sort of be like a telepathic means of contacting other people. 2. Blast of Will- How about giving them a spell that would a be sheer blast of gathered will. Maybe it could be similar top the druid spell magic missile. 3. Pyschic- Allow the caster to create projections with the mind, that would be similar to pets. They would be created for a battle and as long as they exist there will be a drain on the mana of the caster. The attack strength of the "creation" would depend on the level of the caster. 4. Illusion- this will allow the caster to create the illusion that they have split up into many of themselves, you know like kind of make copies of themselves. This would trick the mob into believing there were more than one attacker and his attacks would fail to connect. 5. Mind Double- similar to illusion but it would allow the caster to create other selves that would be able to attack the mob, it would increase hitroll, but might decrease hitpoints and armor class. 6. Neutralize- it would allow the caster to neutralize the casting ability of an attacking mob. This could be accomplished because they're psionics and they should be able to make it so that a mob can't concentrate enough to cast. 7. Empath- would allow the caster to sense whether or not an aggressive mob is near. Might say "You sense the anger of to the North". Memnoch Spell for Illithids: c 'illusion' during battle It allows the caster to deceive the mob during battle by changing its weapon or eq into something else, something frightening, maybe a phyton, so that the mob will drop the weapon or eq that is being affected. The caster can not control which weapon or eq to be affected. Maybe for high lvls ,35+ Illithid skills: Raze: The caster causes all the straps and buckles on armor to loosen, and the armor falls off into the mob's inventory. Shouldn't work on weapons. Level 20, 25 mana. Regenerate: Caster regains hps./mana as if they were asleep. Level 35? 50 mana. Peep: Allows caster to see how many hps./mana remain to a mob. Level 7, 5 mana. Illithid or Kender skill, probably too powerful.. Search: Sort of like track, except it looks for a mob within 2 levels of the caster, and makes a trail to it. Completely random. 15 mana. hope you like some of these skills, i'm sure i sent enough that 1 of them is good, at least -Brand Ok-- sorry if I sent that before...just trying to get it all fixed up in my mailer..looking for your comments and Ideas, as per usual :) -Kiri Subject: newsletter (fwd) Dear everyone, currently my mailer is freaking, so some of you didn't receive the last newsletter. So I repeat... There is now a NEWBIE FILE- basically answers all your questions. Its not just for newbies! So many people complained of not enough time to read all of the helps and stuff- this may just help the way you play. If you want a copy, reply to this letter and I'll email it to you. Thank you Dove for your hard efforts in putting it together :) Illithids: Skills: Mental Block - similar to previously mentioned deep sleep... increases hp/mana/movement regeneration, blocks out all channels, commands, except for score... lowers ac and leaves player vulnerable to any passing fido mobs (who usually only attack sleeping players) and/or aggressive mobs of a higher level than the player... Telepathic Marker - (in conjunction with retrace marker) Retrace Marker - Telepathic Marker automatically leaves a telepathic marker in the room wherever an illithid dies... retrace marker allows them to retrace their steps back to their corpses (similar to track) ... special code would be there to make sure that it only retraces the marker of THAT character and doesn't get confused with other illithids' markers... Gorzak 1. Voice of Mind- would let illithids be able to contact other people on BR even when those people are sleeping. It would sort of be like a telepathic means of contacting other people. 2. Blast of Will- How about giving them a spell that would a be sheer blast of gathered will. Maybe it could be similar top the druid spell magic missile. 3. Pyschic- Allow the caster to create projections with the mind, that would be similar to pets. They would be created for a battle and as long as they exist there will be a drain on the mana of the caster. The attack strength of the "creation" would depend on the level of the caster. 4. Illusion- this will allow the caster to create the illusion that they have split up into many of themselves, you know like kind of make copies of themselves. This would trick the mob into believing there were more than one attacker and his attacks would fail to connect. 5. Mind Double- similar to illusion but it would allow the caster to create other selves that would be able to attack the mob, it would increase hitroll, but might decrease hitpoints and armor class. 6. Neutralize- it would allow the caster to neutralize the casting ability of an attacking mob. This could be accomplished because they're psionics and they should be able to make it so that a mob can't concentrate enough to cast. 7. Empath- would allow the caster to sense whether or not an aggressive mob is near. Might say "You sense the anger of to the North". Memnoch Spell for Illithids: c 'illusion' during battle It allows the caster to deceive the mob during battle by changing its weapon or eq into something else, something frightening, maybe a phyton, so that the mob will drop the weapon or eq that is being affected. The caster can not control which weapon or eq to be affected. Maybe for high lvls ,35+ Illithid skills: Raze: The caster causes all the straps and buckles on armor to loosen, and the armor falls off into the mob's inventory. Shouldn't work on weapons. Level 20, 25 mana. Regenerate: Caster regains hps./mana as if they were asleep. Level 35? 50 mana. Peep: Allows caster to see how many hps./mana remain to a mob. Level 7, 5 mana. Illithid or Kender skill, probably too powerful.. Search: Sort of like track, except it looks for a mob within 2 levels of the caster, and makes a trail to it. Completely random. 15 mana. hope you like some of these skills, i'm sure i sent enough that 1 of them is good, at least -Brand Ok-- sorry if I sent that before...just trying to get it all fixed up in my mailer..looking for your comments and Ideas, as per usual :) -Kiri Subject: Newsletter @>-------------[Bunch of people]---------------------- Gorzak: make the hero rooms indoors so rain doesn't wake up sleeping heroes/heroits/heroines Ok - we'll fix this Silverfox: Adjust it so newbies quest channel starts at 'hcyan' or something...NOT black (same as background). What's the point? They just miss out on quests they don't know about and have to eventually be TOLD to change the color. Great idea SF- I'll get this fixed. Gorzak: ok... a serious idea... how about a new skill which protects the caster from aggressive mobs (see invis/hidden or not) for a short period of time (as long as sanct perhaps)... would be an elf skill and cost a lot of mana Silverfox: make detect invis castable on others :) Aldus: have a sac all command Silverfox: Lower level mercenaries well this all depends on people who are currently writing areas. Gorzak: revamp the midgaard area into a ruins type city, make all of the rooms have the arena flag, and create a command that takes you to the ruined city for arena-type battles Why? the astral arena is really cool :) Kedryn: When you type "look me" it should look at you. Look self works :) Earthshaker: Hi Ya :) I'd like to suggest that the slist command be modified so that a person can see only the spells for their guild ie.. 'slist dwarf' Trill: release remove charm person and glare from a mob.. Gorzak: a skill that translates the nonsense language that spells that don't belong to your guild look like when cast to english, maybe call it runespeak or lore or something Hey- thats less mysterious. No fun :) Drai: How a translate drunk speech for heros and immortals, so they don't have to muddle through when talking to a drunk. I really like this idea. :) hey i think its cool for a final blow message or "Fatality" to be controlled by the player...like Oakley said \\s @>-------------[Finality]--------------------------------- > humans and dwarves really don't need more powerful attack skills > humans appear to be the easiest race to play here and adding to them > will only make it worse. > Humans are easiest? That's news to me... > >Dragon Kick: There are very few "good" kick skills. This kick is > >somewhat like a roundhouse kick, except that it actually does damage > >to the mob. It is very powerful, and can sometimes kill with one hit. > > ahem... last time I checked, roundhouse was the best, most popular, most > damaging skill... maybe it's just me, though... just because roundhouse > doesn't go by the same damage system as regular attacks (like > ***THWAP***, tickle, brush, <<<***DISCOMBOMBULATE***>>>) it doesn't mean > that it doesn't do damage... You are right. I am a level 25 human. Let me elaborate: (In BR school library) : [Exits: west] : This seems like a regular kid. Too bad he's got some stuff you want. : There is a sign on the wall. The only exit is west. : Twelveletter the Apprentice of Magic is here. : A regular kid is mortally wounded. : You are AFK. : <838/997hp 166/218m 1497290xp -102a 410gp 139/342mv> : Matai chats 'some mobs don't like you using socials towards them'. : You are AFK. : <838/997hp 166/218m 1497290xp -102a 410gp 139/342mv>af : You are back at your keyboard. : <838/997hp 166/218m 1497290xp -102a 410gp 139/342mv> : A regular kid is mortally wounded, and will die soon if not aided. : <843/997hp 171/218m 1497290xp -102a 410gp 189/342mv>roundhouse kid : You jump up and crack a regular kid's skull with your boot! : <843/997hp 171/218m 1497290xp -102a 410gp 189/342mv> Notice the kid isn't dead. _That_ is why I say it doesn't do damage. : You spin around and deftly parry a regular kid's attack! : Your pierce SLAMS a regular kid! : A regular kid is DEAD!! : PUHLEESE! And i guess you want experience too!!! : You receive 0 experience points. : A regular kid's blood splatters on your armor as it dies. : You get a gray school sweater from corpse of a regular kid. : You get a gray school sweater from corpse of a regular kid. : You get 24 gold coins from corpse of a regular kid. : Just keep it all. : Cthulhu gives you 0 movement for your sacrifice. : <843/997hp 171/218m 1497290xp -101a 434gp 189/342mv> : Jug chats 'truer words never spoken'. : <843/997hp 171/218m 1497290xp -101a 434gp 189/342mv> : > Already, the avians and kenders have a skill that can kill with one hit? > Will you not rest until every race has every type of skill? Next thing > you know, you'll want to give dwarves sanctuary and cure critical... I > think it's bad enough that humans are given iron monk which is the exact > same thing as sanctuary, thereby making druids a little less special... > > Gorzak > I beg to digger. Iron monk isn't the exact same thing as sanctuary. Sanctuary can be cast on other persons besides the caster. I find this to be a not insignificant difference, especially when grouping. -Finality the Inept Dear mortals..please don't forget to enter Wildfire's scrapbook quest. While on barren, note to wildfire and I some of your fond and or early memories of BR to be put, with your name, in a scrapbook that will be mailed to anyone who wants it and also available off our official webpage when finished. You can also email them to me if you so desire. Subject: A new Newsletter @>-----------------------[Matai]----------------------------------- 1) Help blast says that it can be used to start a battle, but whenever I do it before battle, it says that I flap my wings for no particular reason. Is that an error in the help file, or some other thing that is preventing me from doing that? Answer: its an error in the help file. :) To be fixed. 2) Several avian skills (like fling and blast, off the top of my head) give you messages that would seem to connote success even when the skill misses. For instance, if I fling and miss, it still says "the mob staggers back from your secert feather's deadly power" or whatever the message is, even though the next line says "your flung feather misses the mob". It might make a little more sense if the line before it said "the mob dances around your feather, laughing as it lands a mile away from him/her/it" , or something less fluffy than that. 3) It might be nice to mention in "help tan" that a fairly high intelligence is required to be successful. 4) I'm not sure if such a thing already exists, but it would be nice if there was some point in mud school that mentioned that there is a map of the city in "help city". I am personally sick of hearing newbies shouting about how they need lights to get their corpses, and they don't know where the grocer is. And in addition, no matter how many times I chat "type 'areas' for a list of all the areas in the game, and what levels they are good for", there are still newbies and lowbies who ask "where can I go for xp" every time they level. I don't want to sound mean and grouchy, but I think teaching a newbie/lowbie to the self-sufficient is pretty good too. As I said, I don't know if these exist already, but it would be nice to have some point in MUD school where these very useful commands are mentioned. Matai @>------------------[Gorzak]---------------------------- This is my response to Finality's complaint about roundhouse... Ok... this is the reason for that... There is a bug in the code that for some reason, after a roundhouse kick, the MUD doesn't check to see whether the target's position is dead or not... This is also why players in the arena reach negative hitpoints without dying when heroes use roundhouse aliases against them... Therefore, the mob remains alive until it is hit with some sort of attack that has the code to check for death at the end, like a regular hit, a kick, or an attack spell... Fuzzman has been working on this for quite a while now, and any further questions should most likely be directed to him... - Gorzak @>--------------[some jokes to lighten up your day]--------- =================================================== These are the answers of six- to ten-year-olds about various aspects of love: why it happens, what to do about it, etc.. WHAT, EXACTLY, IS MARIAGE? **"Marriage is when you get to keep your girl and don't have to give her back to her parents!" -Eric, age 6. HOW DOES A PERSON DECIDE WHOM TO MARRY? **"You flip a nickel, and heads means you stay with him and tails means you try the next one." Kally, age 9. **"My mother says to look for a man who is kind. That's what I'll do. I'll find somebody who's kinda tall and handsome." Carolyn, age 8. CONCERNING THE PROPER AGE TO GET MARRIED: **"Eighty-four! Because at that age, you don't have to work anymore, and you can spend all your time loving each other." Carolyn, age 8. **"Once I'm done with kindergarten, I'm going to find me a wife!" Bert, age 5. WHAT DO MOST PEOPLE DO ON A DATE? **"On the first date, they just tell each other lies, and that usually gets them interested enough to go for a second date." Martin, age 10. **"Many daters just eat pork chops and french fries and talk about love." Craig, age 9. CONCERNING WHY LOVE HAPPENS BETWEEN TWO PARTICULAR PEOPLE: **"One of the people has freckles and so he finds somebody else who has freckles too." Andrew, age 6. **"No one is sure why it happens, but I heard it has something to do with how you smell. That's why perfume and deodorant are so popular." Mae, age 9. **"I think you're supposed to get shot with an arrow or something, but the rest of it isn't supposed to be so painful." Manuel, age 8. ON WHAT FALLING IN LOVE IS LIKE: **"Like an avalanche where you have to run for your life." John, age 9. **"If falling in love is anything like learning how to spell, I don't want to do it. It takes too long." Glenn, age 7. ON THE ROLE OF BEAUTY AND HANDSOMENESS IN LOVE: **"If you want to be loved by somebody who isn't already in your family, it doesn't hurt to be beautiful." Anita C., age 8. **"It isn't always just how you look. Look at me. I'm handsome like anything and I haven't got anybody to marry me yet." Brian, age 7. **"Beauty is skin deep. But how rich you are can last a long time. Christine, age 9. REFLECTIONS ON THE NATURE OF LOVE: **"Love is the most important thing in the world, but baseball is pretty good too." Greg, age 8. HOW DO PEOPLE IN LOVE TYPICALLY BEHAVE? **"Mooshy ... like puppy dogs ... except puppy dogs don't wag their tails nearly as much." Arnold, age 10. **"When a person gets kissed for the first time, they fall down and they don't get up for at least an hour." Wendy, age 8. **"All of a sudden, the people get movies fever so they can sit together in the dark." Sherm, age 8. CONFIDENTIAL OPINIONS ABOUT LOVE: **"I'm in favor of love as long as it doesn't happen when 'Dinosaurs' is on TV." Jill, age 6. **"Love is foolish ... but I still might try it sometime." Floyd, age 9. **"Yesterday I kissed a girl in a private place ... We were behind a tree" Carey, age 7. **"Love will find you, even if you are trying to hide from it. I been trying to hide from it since I was five, but the girls keep finding me." Dave, age 8. **"I'm not rushing into being in love. I'm finding fourth grade hard enough." Regina, age 10. THE PERSONAL QUALITIES YOU NEED TO HAVE IN ORDER TO BE A GOOD LOVER: **"Sensitivity don't hurt." Robbie, age 8. **"One of you should know how to write a check. Because, even if you have tons of love, there is still going to be a lot of bills." Ava, age 8. SOME SUREFIRE WAYS TO MAKE A PERSON FALL IN LOVE WITH YOU: **"Tell them that you own a whole bunch of candy stores." Del, age 6. **"Shake your hips and hope for the best." Camille, age 9. **"Yell out that you love them at the top of your lungs ... and don't worry if their parents are right there." Manuel, age 8. **"Don't do things like have smelly, green sneakers. You might get attention, but attention ain't the same thing as love." Alonzo, age 9. **"One way is to take the girl out to eat. Make sure it's something she likes to eat. French fries usually works for me." Bart, age 9. WHAT MOST PEOPLE ARE THINKING WHEN THEY SAY, "I LOVE YOU:" **"The person is thinking: Yeah, I really do love him. But I hope he showers at least once a day." Michelle, age 9. **"Some lovers might be real nervous, so they are glad that they finally got it out and said it and now they can go eat." Dick, age 7. HOW WAS KISSING INVENTED? **"I know one reason that kissing was created. It makes you feel warm all over, and they didn't always have electric heat or fireplaces or even stoves in their houses." Gina, age 8. HOW A PERSON LEARNS TO KISS: **"You can have a big rehearsal with your Barbie and Ken dolls." Julia, age 7. **"You learn it right on the spot when the gooshy feelings get the best of you." Brian, age 7. **"It might help to watch soap operas all day." Carin, age 9. WHEN IS IT OKAY TO KISS SOMEONE? **"It's never okay to kiss a boy. They always slobber all over you. That's why I stopped doing it." Tammy, age 10. **"If it's your mother, you can kiss her anytime. But if it's a new person, you have to ask permission." Roger, age 6. **"I look at kissing like this: Kissing is fine if you like it, but it's a free country and nobody should be forced to do it." **"You should never kiss a girl unless you have enough bucks to buy her a ring and her own VCR, 'cause she'll want to have videos of the wedding." Allan, age 10. **"Never kiss in front of other people. It's a big embarrassing thing if anybody sees you. If nobody sees you, I might be willing to try it with a handsome boy, but just for a few hours." Kally, age 9. **"It's better for girls to be single but not for boys. Boys need somebody to clean up after them!" Anita, age 9. **"It gives me a headache to think about that stuff. I'm just a kid. I don't need that kind of trouble." Will, age 7. HOW TO MAKE LOVE ENDURE: **"Spend most of your time loving instead of going to work." Dick, age 7. **"Don't forget your wife's name. That will mess up the love." Erin, age 8. **"Be a good kisser. It might make your wife forget that you never take out the trash." Dave, age 8. **"Don't say you love somebody and then change your mind. Love isn't like picking what movie you want to watch." Natalie, age 9. @>-------------------------[Matai]------------------------- I was on BR a little while ago, thinking about when I saw a pretty low level druid the other day who was trying (to no avail, obviously) to put a plague on Clericus, when I thought that it might be pretty useful to put a "NO KILL" or something flag on certain mobs making them immune to all spells, and also, they would not engage in combat with a PC. This would eliminate the occasional time Twinkletoes assists her fellow faeries in the bar, which totally destroys whomever is fighting her, and would also end any suspicion that power-hungry heroes are going around using their super-aliases to kill shopkeepers (not like this has happened to my knowledge, but just in case) and in addition, I have witnessed lowbies get their butts whipped from simply bowing to a shopkeeper, and this flag might stop this from happening. Also yesterday, two groups I was in produced three heroes, and I was thinking that maybe there should be something that once you hit level 51, you can't group with anyone lower than you, and any groups you are currently in, you leave. This would also stop any suspicion that a hero is going around grouping with high-level mortals to help them. All of the people who heroed did leave our groups as soon as they were done getting killed several hundred times, so don't think that such a thing happened recently. Matai @>---------------------[Crymson]---------------------------- > Gorzak: ok... a serious idea... how about a new skill which > protects the caster from aggressive mobs (see invis/hidden or not) for a > short period of time (as long as sanct perhaps)... would be an elf skill > and cost a lot of mana not a bad idea but why only elf? how about getting clericus to cast this on the freshly killed so that they can go and get their corpses. for a hefty price of course. > Silverfox: make detect invis castable on others :) nah. that's what potions are for. > Aldus: have a sac all command i've been wishing for this since i've started mudding. > Earthshaker: Hi Ya :) I'd like to suggest that the slist > command be modified so that a person can see only the spells for their > guild ie.. 'slist dwarf' i like this. but just go to the guildmaster/guildmistress and he/she'll tell you what's in your guild anyways. crymson @-----------------------------[Xena]------------------------ I had an idea that I thought might work well for Br. What if we made a room upstairs from the pet shop, where players could take their pets and leave them for a short period of time. Say you just bought a pet, and wanted to join another persons group..or you were going to the arena, or questing..rather than having the pet follow you, or leave it at recall to get lost--you would take it to "The Cage Room"(or whatever) and pay the cage-girl a small fee to watch your pet for you. This would keep your pet safe, for the room would be no-kill. This would also prevent naughty players from killing pets and getting killer flags. If the owner logged out, the pet would be erased, just like normal. But, while the pet was in the cage, it would not be wandering aimlessly around the Realms. The owner then could go back, and retrieve his pet from the store and continue to play. This would also be less expensive for some of the younger players, instead of having to buy new pets. I hope you like the idea, Im not certain it would work, but I thought it might be kind of fun. Xena @>---------------------[Naicisum]--------------------------- I don't know how good these ideas are, but I thought I'd give it a try... Handcuff: Syntax A Kender can sneak behind a mob and tie his hands together, making him harmless for three rounds. Note: This can only be used to start a fight, or if the mob is blinded. Snare: Syntax Kender tend to finish thier fight, especially if they are winning! One can set a trap to ensnare his opponent before or during battle. Disappear: Syntax Uh oh! That ugly mob is killing that poor little Kender! He can kick dirt into the mobs eyes (dirtkick is required) and then hide away from it (Hide required), stopping the fight. (A loss of experience points will occur, perhaps not as much as with flee? Also, would not work with groups) Accupuncture: Syntax A kender can use his dexterous hands to prick himself with needles so that he is healed. However, he is unable to perform this on others. (loss of hp if it fails, need a min of 19 dex to do it). WEll, please let me know if these stink, I will come up with more as time passes. Just thought I'd send what I have so far. Thanks, -Nai @>-----------------------[Matai]---------------------------- Maybe some room flags that would increase/decrease the healing rate of a room. Maybe, this idea could be made as simple as having flags that halve it or double it. For instance, say we had a room flag called "halve", or something, then PCs in that room would regain only 2 or 3 hp or mana per tick when awake and sober instead of the usual five. This could be placed in like deserts or swamps where you would figure that since the terrain is tougher, it would be more difficult to heal. However, these flags shouldn't be all over the place, since that would be a real pain for PCs. Conversely, even though I get the sense that Oakley hates the idea of renting rooms and storage places, it might be nice to have an innkeeper in Calathar, where you can buy a key (timed object, lasts 24 game hours) that would open a room with maybe the "double" flag, enabling sober/standing PCs to regain 10 hp/mana instead of five. I mean, it sorta makes sense that you would heal faster in a clean, quiet inn than in the middle of the desert. This might slightly increase the effects of the terrain on a PC more than just effecting the mv required to move from room to room (and since nearly every player can get fly for about 30 gold or through a skill or spell, that doesn't even have much of an effect). The inn idea isn't really "renting" a room in the usual sense, because it only lasts for one game day and then, once you recall, you have to buy another key. Also, I tried this once and it didn't work, but if there isn't one, a "group all" command would be cool, that would group everyone following you. There could also be a cap on this that would not automatically group heroes, say if a level 46+ typed this. It isn't really all that functionally useful, but it might save the trouble of possible miscommunications in a group. For a new skill, I don't know if anyone brought this up before, but maybe as a high level druid or elf spell a "find familiar" spell that would create a charmed mob of the same level (or one above or below) that the druid or elf could use as a pet and a group mate. It's not really that useful, but at high levels, it's hard to level alone, and the mercenaries aren't really that great once you pass level 42 or 43. Also, if there is a "mount" or "ride" skill in the works that would enable PCs to ride on certain mobs, it might also be useful for some, maybe even all the races to have access to a "dominate" or "subdue" skill that would make a mob suitable for riding. The mob would attack if this failed. This should work well unless charm person/glare already took care of that, but it if this were to be implemented, it should be available, at least out of guild, to all the races. The success rate should be based on dexterity, similarly to how tan is based on intelligence, and it would only last for a period of time relative to the level of the user. It could be a human skill, because they would have the dexterity and the natural martial arts prowess to be able to "subdue" a mob. Also, since word of recall seems almost worthless when you can recall for only half your movement, which isn't a pain for most people who can get fly easily, it might be useful to have word of recall work in a cursed area, or when you are effected by curse. I don't know if this would make it too easy to get rid of those spells, but it may bring back some of the usefullness of the spell. (P.S. I don't know if this is already the case, but the last time I checked, it was not, but that was a long time ago) Matai Subject: A new Newsletter to all! Gorzak: how about special player flags ... have suggested this before ... to let people know what's up... like a or flag that players can set Kiri's note- I really would LOVE a flag.. I have been dreaming about one for a long time now *grin* Dimension: Make Battle Update message configurable so that people can change it's color so that they may see it better... easier to distinguish Gorzak: a newbie channel that only heroes, imms and people under level 5 hear.... Kiri's note: I DONT like this idea. It promotes separation from the rest of the mud. See..some mortals like to help newbies, and it brings more of a community if people can help each other, whether they are imms, heroes or not. Somebody: make the bars and stores off limits to AOD Silverfox: Make 'autosplit' and 'autoassist' automatically (default) ON when a new character is created. Kiri's note: but some people may not want to have autosplit on, because when you get gold from a bag it will auto split that gold with your group members. Also, autoassist is another choice people may want to make for themselves... Silverfox: Make the first question your asked upon logging in if you have ANSI or not. Then we can have a little more colour in our title screen. WOuld make that dude on there look far better :). Kiri's note: we've been considering this for quite a while. Emperess: Create an area in Calathar called Rooms of Summoning. There, you can summon mobs w/o being penalised Kiri's note: nah, you can always just go deep into the zoo or some other area that is the level of what you are summoning. Zebco: perhaps allow the ability to cast "bless" even when you already have bles? Ex: My spell wears off in one hour. I can't refresh my bless spell to last another 20 hours unless i wait for the current one to time out.....same for fly, armor, etc Kiri's note: but that would end up doubling the spell..not what we really want. Just wait the hour..it isn't THAT long ;) Cord: make is so that if you are free from nutrion, that you cant get FULL Kiri's note: not a bad idea. MasterMage: Why don't you make it so that when you drink, it says "You are no longer thirsty" instead of "You are not thirsty"? Kiri's note: poor and misleading grammar on Diku's part. I'll see about fixing that. MasterMage: Maybe you could be allowed to have several pets, but every time you buy another, the price triples. I.e. 1st costs 40, so 2nd costs 120, 3rd costs 360, 4th 1080, etc. Or maybe quadruples. That way you can't buy too many pets. Kiri's note: no way..sorry, too many people were abusing the pet thing.. Cord: make is so that you can use quotes or something so that you can have a two word target for teleport Mia: hey, how about if we could RECONNECT Kiri's note: I like this idea too :) Have any ideas of your own? either type idea on BR and I'll get it, or email it to me at this address!