Recent posts

#81
Other / Gang houses Owner of Deeds
Last post by Excarkun - July 19, 2023, 11:02:23 AM
Ok just like in Most places in America.. not sure in other western Nations: AUS. U.K. and Canada or some maybe from Mars..
but All Property Own is public knowledge we can Freely look up who has the Name on a DEED..
should be the same here..
#82
GreaterMUD / Re: Third Realm - Stock Data ...
Last post by rifth427 - June 12, 2023, 07:27:48 PM
Winterhawk, would you be kind enough to put all the downloads on a page and organize them a little bit?  I know I'm picky.
#83
GreaterMUD / Re: Stock realm MME
Last post by Winterhawk - June 12, 2023, 09:04:01 AM
Use the stock 1.11p majormud dats, they should have come with the mme installer.
#84
GreaterMUD / Stock realm MME
Last post by De4uth - June 09, 2023, 07:59:26 PM
Can someone post a copy of a regular MME and stock dats?
#85
GreaterMUD / Stock realm lim sweep results
Last post by Winterhawk - June 09, 2023, 10:01:28 AM
Rubbish Room
You notice 3 jeweled longsword, ancient sword, serpent staff, crescent moon
staff, 2 serpent scourge, obsidian field plate, stone javelin, 2 meteorite rod,
golden headdress, crystal shortsword, hell-flail, black plate corselet, 2 gold
ring, 3 astral staff, bone-handled headcutter, mithril helm, nightblack scythe
here.
You pull the large iron lever.
A hatch in the floor opens, dropping rubbish down into flames!

Rubbish Room

All limited items on the ground were gathered except those in gang houses and those in an obvious deathpile(none), as well as any on players not having logged on in more than two weeks,

Winter
Obvious exits: up
#86
Other / Suggestion for using Thievery ...
Last post by Farmer - May 31, 2023, 08:34:03 PM
Making Thievery useful in PvE -
Expanding on my previous post for expanding different skills to participate in PvE - Make a dungeon key or key item that is only retrievable with the Thievery skill. It could be held in a secure area room where a skill check failure results in a wave of strong enemies.
#87
Other / Suggestion for using Tracking ...
Last post by Farmer - May 30, 2023, 09:06:32 PM
Making Tracking useful in PvE -
I think it would be fun to create opportunities for different skills to participate in PvE - A thought I had for tracking would be a 5x5 room grid passage with each room connected in each direction to the other rooms in the grid and have the edges of the room wrap around right to left and top to bottom. I created the attached map to demonstrate what this mechanic could look like.
#88
GreaterMUD / Re: Realm down?
Last post by Winterhawk - May 28, 2023, 11:07:38 AM
Working on bringing it back up now.
#89
GreaterMUD / Realm down?
Last post by Forest - May 28, 2023, 10:02:30 AM
Is the realm down? I have FOMO.
#90
GreaterMUD / Re: 2022 Push - Thoughts on t...
Last post by Farmer - May 19, 2023, 09:57:13 PM
Early/mid game engagement -
I enjoy the reduced xp for some of the early game non-align quests. I believe this reduction should be applied to more/all non-align quests to draw out the early/mid game content.

Dupe timing -
I agree with what Fujin said about when duping begins and would like to expand that topic a bit with the point that class/race combos with low xp tables get to dupe significantly earlier than those with higher tables. A kang witchunter needs around 1.5 billion xp for lvl 60 whereas a dark-elf mystic needs 2.4 billion. A difference of about 900 million xp. For lvl 75 that difference balloons to 2.8 billion xp. I feel that the higher xp table is meant to buy class/race abilities and shouldn't present as an additional barrier to duping. Changing the dupe requirement from a lvl check to an xp check would help to normalize dupe timing for all class/races. To keep this suggestion in line with Fujin's point, I would recommend a 6 billion xp requirement to dupe. This would be approximate lvl 75 for a class/race with a 235% xp table - close to the average across all combinations.

Farm timers -
I'm sure many noticed the distinct lack of bosses during much of the early push. That is largely my fault and is due to how easy it is to run timers and manage boss spawns. The 10% early spawn does help make it more difficult to manage, but it's still too easy. Expanding this to include a 10% late regen timer would make it much more difficult. This might look something like 10% chance to spawn at 90% regen +3% chance for every 1% regen up to 99%, so 99% regen would be 37% chance to spawn. at 100% it would jump to 70-80% chance to spawn, then an additional 2-3% chance for every 1% regen past that up to 100% chance at 110% regen.

Farm cycling -
Additionally, some regen times are just too easy to manage across a 24 hour cycle. If I kill dark-elf queen at 5am EST every day, it's unlikely that I'll lose that timer for a very long time due to when the majority of players are active. This is similarly true for 8 hour and 12 hour timers, although those are a little more exposed. To that end, I would recommand modifying 8, 12, 24, 48 hour timers and others that fall in these ranges to the top or bottom of 7 or 9, 10 or 14, 20 or 28, 44 or 52 hours. This would help force timers off of natural management cycles and create more exposure for those bosses.

Group encouragement -
Admittedly low priority item here, but I think it would be nice to include group bonuses to encourage grouping. This might look like mob base xp +20% and drop rate +0.5*members for each member (not effective on bosses). So I can try to farm up a 1% drop pixie wings solo and it'll take forever, or I can get 3 buddies and bring that up to 3% = [1%+(0.5x4)] and it'll take 30-40 minutes for all of us.