Search found 1823 matches
- Fri Dec 01, 2023 1:42 pm
- Forum: Game Mechanics
- Topic: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice
- Replies: 30
- Views: 1316
Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice
one thing I did want to check about hopefully having addressed is the concept of people just hopping onto a skill just to pick up the ability to repair things Right, this has been a concern even without these upcoming changes. We have quite a few characters with a single skill point in a craft in o...
- Fri Dec 01, 2023 1:24 pm
- Forum: Game Mechanics
- Topic: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice
- Replies: 30
- Views: 1316
Re: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice
Can we expect any sort of timeline on this? Does long term goal mean a few months or two years? No projected timeline, just "when it feels ready." Still a good ways out at the moment because it's still more of a background project than a primary focus and not feeling ready enough to have ...
- Fri Dec 01, 2023 9:52 am
- Forum: Game Mechanics
- Topic: Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice
- Replies: 30
- Views: 1316
Upcoming: Ability Trees, Skill (un)Caps, and Challenge-Based Skill Practice
Ability Trees, Skill Caps, and Challenge-Based Skill Practice - Oh my! All three of these have been brought up at various points in the past, some more than others. I wanted to make a post just to keep them in public awareness to avoid any big surprises since these are big changes and talking about ...
- Thu Nov 30, 2023 11:30 am
- Forum: Suggestions/Tweaks
- Topic: Additional No-Hide Locations
- Replies: 8
- Views: 405
Re: Additional No-Hide Locations
Just curious, but the intent of nohide locations is more to do with the reality that there is no where to hide in those places. As in, its an IC measure for the sake of immersion more than it is an OOC measure to prevent thief camping? It can be a little of both, depending on the situation. Most of...
- Thu Nov 30, 2023 9:25 am
- Forum: General Socializing
- Topic: Funny stuff thread
- Replies: 260
- Views: 16277
Re: Funny stuff thread
You sure you didn't take an axe to the head that nearly split it down the middle? (I'll look into the bug.)
- Wed Nov 29, 2023 12:34 pm
- Forum: Technical Stuff
- Topic: Pluginator Updates (and requests)
- Replies: 29
- Views: 760
Re: Pluginator Updates (and requests)
There may occasionally be times when the pluginator sends multiple pieces of information at once, so you'll want your code to be able to account for that. Ideally I'll find more opportunities to have it do so and cut down on the number of sends. This is just the first step toward greater efficiency:...
- Wed Nov 29, 2023 12:31 pm
- Forum: New Features
- Topic: New general ability: Basic Mount Care
- Replies: 9
- Views: 394
Re: New general ability: Basic Mount Care
Right, the training lasts longer than the mount's training fatigue, and it's intentional that one can't fully train up a mount in all training types available in one sitting (otherwise we wouldn't have training fatigue at all). You can train them a little in both and work on increasing the duration ...
- Tue Nov 28, 2023 4:51 pm
- Forum: Technical Stuff
- Topic: Pluginator Updates (and requests)
- Replies: 29
- Views: 760
Re: Pluginator Updates (and requests)
Will each change be separate then? Or if more than one thing changes in a tick, or whatever increment you're using, would the line still potentially include more than one item? It sends each update individually the instant it occurs. I could have a version that only sends once every second with the...
- Tue Nov 28, 2023 3:00 pm
- Forum: Technical Stuff
- Topic: Pluginator Updates (and requests)
- Replies: 29
- Views: 760
Re: Pluginator Updates (and requests)
Yes, when a wound goes to 0 it will show it once as 0. Example: <<<PLUGINATOR!>>>{'wound_left_leg': 0}<<</PLUGINATOR!>>> And yeah, I meant when the pluginator is initially enabled, it'll show all plugin data. I figure that'll be necessary to initialize client-side stuff.
- Tue Nov 28, 2023 1:56 pm
- Forum: Game Mechanics
- Topic: Riding horses and random encounters
- Replies: 7
- Views: 203
Re: Riding horses and random encounters
This new Mount Grit Training ability should help! The training can last several days if the trainer has a good amount of Animal Husbandry skill (and Riding adds a bit as well). To check your mount for any temporary training effects and their durations, use the MOUNT command while already mounted up....