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Messages posted by: Mark Phillips
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> Also, perhaps to make certain salves, or other healing potions?

Hi Amanda,

Literal salves would be a bit redundant, since healing sachets are already common, and healing bandages are free and easy to find. Healers might be enabled to create *stronger* bandages, and we might call them "salves", but the principle is the same, and it seems kindof unnecessary. Certainly open to it if people think it would be useful.

As noted in my previous, healing potions have existed for many years.

--Mark
> Besides making sachets, why not allow them to make tinctures using certain herbs?
> They would work like potions.
> The herbalist would get exp for every tincture sucessfuly made.

Hi Amanda,

FYI this ability has existed for years. Since around 2010 ish, if I remember. We call it "tea" rather than "tincture" but the principle is identical to what you suggest.

Hope this helps,

--Mark
Added (*) to the Roles available only to NPCs. Good suggestion!

Folks should note these non-Player Roles are listed for a couple of reasons. They can give you an idea of the capabilities of various NPCs as you encounter them. But also to convey a general sense of how things might evolve, assuming someone someday has cycles to implement all the necessary infrastructure which enables good ideas.
How many RPs should it cost to permanently increase an Attribute by 1 point?
Interesting!

Gary likes it, so, I do too.

There's work, though. We'll want to cap total base Attributes at some reasonable level, say 50 points, where the unenhanced default is 30. And we'll want to prevent enhanced super-Players getting into and seriously messing with areas which are carefully calibrated for group adventures, for example the Tree of Wealth. None of this is difficult work, but there's a lot of it to make this happen.

On it.
I know, the CodeWarriors are way behind. It's top of the list.
I wuz thinking, maybe the simplest, easiest, fastest thing to do would be to post road signs in public places?

Say, "Temple of the King: SSEEENEESSEESEEEESSE".

How would y'all feel about that?

I like the texture it would add to the world.
Good sandwich!
To use these items, do this:

Staff: Tap
Wand: Point
Potion: Quaff
Scroll: Recite
Have a great 2022 everyone.

I very much hope we don't have to use up the entire Greek alphabet this year...
Spiffing RPs for useful forum posts is interesting!

So is stashing hard-to-find RPs around the game world. It would be a form of quests.

We actually already do have a big pot of RPs as one prize for completing the after-game puzzles in Dungeon. There are other interesting things too, including very good lightweight armor and +int and +con kit for leveling. This makes Dungeon itself a kind of epic quest for TriadCity players.

I'm wondering though if we can find more nonviolent in-game actions which would cause drift organically. An example not yet mentioned is bringing water to the dry wells in Capitoline, which will causes positive drift. The problem there is Capitoline is dangerous below about level 15.

There's lots of room for providing assistance to the Elf refugees in Barmalindar. How about donating food, blankets, etc.?

What about smuggling supplies to the Elf prisoners in Mabaj Bot Ob? It could be just dangerous enough to require excellent Flee skill.

An idea that's kicked around for a long time is having NPCs offer jobs that are like mini-quests. An Evil character lurking around the Black Bridge could offer Dinars to take messages to dead-drops in NW; fulfillment would drift negative.

Bring food to St. Simon?
If you want to Convert to Good or Evil or back to Neutral, you have to get your alignment drift to a perfect level. For Good, +1000; Evil is -1000; Neutral must be exactly 0. Also, drifting out of alignment adversely impacts Skills, including Learning, combat, and everything else. Here's how to add to or subtract from your alignment drift:

- Use Skills. Healing, Malopathy, Stealing and most other Skills trigger drift as well as experience.

- Kill stuff. Killing monsters like arachnids, deathsuckers, lawyers or landlords causes positive drift. Anything else, negative.

- Donate, Recycle, Trash, or Sacrifice items. Recycling drifts positive; Trashing drifts negative; the others depend on your current alignment.

- Perform other socially relevant actions. For example, adding water to the dry wells in Capitoline drifts positive.
It's super easy for violence users to drift their alignments. To drift positive, go kill monsters, like arachnids, deathsuckers, lawyers or landlords. To drift negative, kill anything else.

Characters with Roles can use their Skills: actions like Healing, Stealing and whatnot will cause drift along with gaining exp.

It's currently quite difficult for non-violent characters below level 10 to drift. You can Donate, Recycle, Trash, Bandage. I think that's really the complete list. This makes it really very tough to drift to +1000 to Convert to Good or -1000 to go Evil, which in turn makes it difficult to gain certain Roles which are alignment-specific.

Suggestions appreciated. What other actions can the peaceful use to drift, to be able to Convert?
/**
* @version 1.173.6.0
* 2021.09.05
* Enhancements to sense descriptions for Midgaard.
* Many many many tests.
*/
/**
* @version 1.173.5.0
* 2021.09.04
* Midgaard objects saved to TriadCity database.
*/
 
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