Suggestion Thread

Thothie

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Until a proper reward system is in place, this should be on hold.
Well, this reward system is currently creeping in, as I don't have time to edit all the chest scripts at once, and work on Crow's scripts simultaneously.

You do not get more GiB', Golden Armor, or other ultra-rare's per player present. You only get ONE per map still, it's just much more likely to spawn. Only expendables and the less-rare items will become more numberous.

I will be introducing (and I may introduce one in JUN2007a with any luck) the Artifact Chest.

Artifact Chests will distinguish themselves by appearing as gray-steel chests (like the orc chest in nightmare_thornlands - which I will change back)

Artifact Chests will appear near a normal boss chest, they will contain the rarest of the title items. They may not always appear. Whether or not they do appear, will depend on whether or not the ultra-rare title item would have appeared in the boss chest. Said item will, instead, be in the artifact chest. (Same odds, greatly increased per player present.)

They will pre-select one player when they spawn. They will only give their rare item to that player.

That player may have to meet a level requirement, but if no player on the server meets the level requirement, they will still grant their item to a randomly selected player. If the intended reward player disconnects before grabbing the item, the chest will randomly select another player.

to answer question on previous page:
redundancy said:
if no player on the server meets the level requirement, they will still grant their item to a randomly selected player
 

The Man In Black

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Thothie - That's fine. Now there's no more need to do things like take out 'sv_password'. You've already made the game more appealing to multiplayer than to singleplayer, but if some of us choose to play by ourselves, that's our choice. I beg of you, just leave it alone and let US play how WE want to based on the changes you've already made.
 

Sabre

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Thothie said:
Until a proper reward system is in place, this should be on hold.
Well, this reward system is currently creeping in, as I don't have time to edit all the chest scripts at once, and work on Crow's scripts simultaneously.

You do not get more GiB', Golden Armor, or other ultra-rare's per player present. You only get ONE per map still, it's just much more likely to spawn. Only expendables and the less-rare items will become more numberous.

I will be introducing (and I may introduce one in JUN2007a with any luck) the Artifact Chest.

Artifact Chests will distinguish themselves by appearing as gray-steel chests (like the orc chest in nightmare_thornlands - which I will change back)

Artifact Chests will appear near a normal boss chest, they will contain the rarest of the title items. They may not always appear. Whether or not they do appear, will depend on whether or not the ultra-rare title item would have appeared in the boss chest. Said item will, instead, be in the artifact chest. (Same odds, greatly increased per player present.)

They will pre-select one player when they spawn. They will only give their rare item to that player.

That player may have to meet a level requirement, but if no player on the server meets the level requirement, they will still grant their item to a randomly selected player. If the intended reward player disconnects before grabbing the item, the chest will randomly select another player.

to answer question on previous page:
redundancy said:
if no player on the server meets the level requirement, they will still grant their item to a randomly selected player

You know...I would totally settle for that...It's an answer to our prayers...May I add another thing as well? Have it spawn in a different spot each time so people won't try to crowd round it and be asses about who gets the item...I can somehow imagine a bunch of low lvls (or anyone, for that matter) human shielding the chest so that the appointed reward-ee cannot get it...But I digress. This would solve a lot of problems.
 

The Man In Black

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I can also see them votekicking the reward-ee while making the human wall.
 

Dridmar

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The Man In Black said:
I can also see them votekicking the reward-ee while making the human wall.

I can also see a listenserver host, closing the server when he finds out he can't get into the chest. He thinks since he can't have it, nobody else can.
 

villager

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The Man In Black said:
I can also see them votekicking the reward-ee while making the human wall.


Oh. My. God. Minior issues and very unlikely situation (Really, find 2-4 noobs that'll actually listen to each other) from the solution that can help prevent *sshole low level from humping away my well earned runeshield.
 

Sabre

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Thought of a fix to a chest orgy of n00bs...Take that Maldora-aura, and put it round the chest, so that no one cept the reward-ee can go through...Is it possible?
 

Sabre

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Votekicking though, I'd actually worry bout that...Only takes one person to start it, and three others to turn into lemmings.
 

The Man In Black

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villager said:
The Man In Black said:
I can also see them votekicking the reward-ee while making the human wall.


Oh. My. God. Minior issues and very unlikely situation (Really, find 2-4 noobs that'll actually listen to each other) from the solution that can help prevent *sshole low level from humping away my well earned runeshield.

I also thought something else was a "minor little issue" several months ago. I told myself that no one else would think of it, so I didn't try to come up with a solution or cause Thothie a lot of "Oh f*ck, Oh f*ck, Oh f*ck," nights. This month, that glitch got out and now there's a HUGE problem. I refuse to let any other "little" problem go unnoticed by Thothie when there is a chance of a serious risk to keeping the game de-cheatified.
 

Thothie

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I'll just post the plan from the scratchpad (aka. my bible-sized task list)
* = done

scripts_scratchpad said:
>Artifact Chests
If one or more of these scripts spawns in a chest:
[[script list ommited]]
Create NPC facing foward from the chest (might have to test some to make sure positioning is good, use a devdll command for 100% test spawn)
- *base_treasurechest -> const BLACK_CHEST_SCRIPT <scriptname> ->
- *const REQ_STAT some.stat
- *const REQ_STAT_LEVEL xx
- *const BLACK_CHEST_LOC ( def is $relpos(0,32,0) )
- *const ITEM_LIST "tokenized;string;"
- *const ITEM_NAMES "a tokenized;string with names;"
- *Pick random player via getplayers
- *Verify each player to choose from is fully scripted, spawned, netcliented (not bot, not connecting)
- *no one meets REQ_STAT, pick random again, sans stat req
- *player is flagged AFK? Pick random again
*- inform that player privately
- prize player disconnected? delete chest if:
*kick command or low-level kicked used in last 30 seconds ( server side FStrEq(pcmd, "kick" ) )
*amx_kick command used in last 30 seconds (admin may simply kick all players but self to get item) [tech covered above, but redundancy here]
* second chosen player disconnects (in case host blocks IPs)
* player disconnects within 30 secs of spawn and only host remains (suspect host)
- chest never deletes in pending single player mode
- if chest not deleted, pick random again, and inform
- repeat for each token in ITEM_LIST if not deleted
- if possible, display prize winner, and name of item, upon retrieval so bartering may commence

Script has been done for a few days, actually, but not tested yet, and needs some ironing. Some of this was implemented today due to possible exploits people pointed out in the two threads.

Should prevent people abusing admin powers in an effort to grab the chest, and it doesn't matter how many people gang-bang the chest, the owner of the item is pre-determined.
 

Gurluas

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Female elves are avaiable to Thothie, now...dwarves...not afaik
 

villager

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I was thinking about Archery again, and with some help from a friend I thought of an idea that might make arrows useful and fun.

We'd have basic arrows:
Wooden arrows
Elven arrows
Jagged arrows
ect.

Then we would have "addons" for the arrows:
Vial of venom (Can apply to # arrow heads)
Oil soaked cloth (Can apply to # arrow heads)
Vial of Holy water/silver tipped arrow pieces (Can apply to # arrow heads)
Small sack of freezing magical frost (Can apply to # arrow heads)
ect.

Having this would be so much better than the system we've got now. Image the damage of a jagged with the effect of a frost arrow. Of course we won't be able to stack the effects by adding Venom and Fire on one arrow. The "addon"s could be hidden across the appropriate maps as mini rares (Example: Frost>ms_snow, Fire>mscave, Venom>bloodrose, holy>ww3/calruins)


But then I was thinking that the arrow tiles would need work on so that won't create annoying multiple piles of arrows (Example: Applying 2 vial of venom to a pile of 60 jagged arrows wouldn't create 2 piles of 30 envenomed jagged arrows, but instead made 1 pile of 60 envenomed jagged arrows). I myself only collect 120 pile of jagged arrows and once I'm done using the bow I'll keep the other untouched piles of 120 I've collected and drop the pile I was last using.

Can it be possible to make piles have a maximum arrows hold? (Exmaple: You picked up 2 piles of 160 jagged arrows and you have in your quiver 1 pile of 300 jagged arrows and another of pile of 20 jagged arrows.)
 

PBarnum

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I like it, but think it should really be emphasized on its rarity.
 

Thothie

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Sadly discovered this isn't really possible, as the only way to filter groups of arrows into new groups of arrows, is one arrow at a time.
 

The Man In Black

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Unless you bring the items to an NPC, right?
 

Thothie

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No, even if you bring the items to an NPC, which seems, basically, the only way to do it.
 

villager

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Meh... I was really looking forward to that too. Sounded easy enough... Everything I suggest that seems easy and logical gets destroyed in matters of seconds. :|

I don't understand, in old ms while the helena raid, I'd drop 20 single arrows into a single spot and pick all of em up into 1, 20 arrow bundle, I wish there was some way to do that inside the quiver :\

Omg, seems so easy! 10 of A + 10 of A = 20 of A! ...
 

Thothie

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Did they? I'm fairly certain they broke up into individual stacks too. (I don't think that system has changed since MS 1.35)

Everything I suggest that seems easy and logical gets destroyed in matters of seconds
Cuz most of the easy stuff has been done. ;)
 

HumanSteak

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I can confirm this, I clearly remember and I played 1,3 while waiting for July patch :wink:
Maybe that was part of the "pick up arrows or server will crash" system that was removed.
 

Jelly

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I'm reviving the suggestion thread with a suggestion.

Rename the parry skill "Defensive Skills" (or something that suits) and rename proficiency "Parrying" (like normal parrying), then add "Deflecting" (as in deflecting with weapons) and "Blocking" (as in blocking with a shield).
 

villager

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Don't forget "Dodge" for Martial Artist, Archers and Magic users, since they can't really deflect with their hands/bow or weild a shield :D
 

Jelly

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Good idea. The Dodge skill should also be dependant or at least slightly affected by the current velocity of the player. :p
 

Thothie

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Parry Skill is going out the window when the Title System comes in. No more rewards for failing to dodge blows. (or parry exploiting to level 60)

After that, parry will be determined your weapon skill multiplied by your shield type. If you check your console, you can probably see what your parry stat would be when equipping your weapons.
 
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