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Fyrd Argentus

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Everything posted by Fyrd Argentus

  1. It could certainly consume all AP and perhaps some amount of VE.
  2. The core would have to be pretty weak and miserable compared to normal creatures. The shard options would then bring it comparable, but exotically different.
  3. So give them a path to realize their dreams, without a rocket-pack.
  4. Some avys have wings....
  5. I have noticed it out of sync ONCE in the last year, never frozen.
  6. How about enchanting my Mithril Autoharp to do the Voice spell (to play URL music in chat)?
  7. I'd like to be able to make or choose weapons that had major effects on fighting style. Trade-offs between stats, yes, but also that give different attack modes. e.g. flaming sword that, put on an aramor or other warrior, lets it do a power attack, etc.
  8. I'd like to see everybody's avys that are present. Could be a separate view, on or beside the scene, even instead of names. Avys are what you see, not floating names.
  9. Fyrd Argentus

    Flying

    I'd like equipment and spells that let you fly - e.g. go to map view and pick where you want to go.
  10. I'd like to be able to create an avy by making character & dress selections, as is done on Hero Forge for miniatures, or setting up characters in Bethesda video games.
  11. I'd like to go into a GG lab and build a custom golem creature, making selections of stats that have trade-offs, attack vs defense, stronger young vs able to advance more, etc.
  12. Upon further testing, the comparisons are working fine. It just doesn't print a zero. I have a vague memory of Mur discussing possible issues with zero values when he first told us about this new function, but I can't find it. I did find Valoryn's discussion in the A25 Team thread about his issues with variables set to text vs float types.
  13. When a numeric value is zero, it does not print out properly (or at all). Zero acts like "false" (I think). Background code: npctalkdatanumeric#key=3CH-Glow;value=1;mode=set npctalkdatanumeric#key=3CH-Glow;value=1;mode=subtract Entry code: Glow: [[3CH-Glow]] (But what is glow?) => this does not print out as the value zero. ~~~~~~~~~~ At the moment I don't remember what happened when you use either of the following command, but I will test and report : npctalkdata#key=3CH-Glow;value=0;compare=equal npctalkdata#key=3CH-Glow;value=1;compare=less
  14. There is no issue with the treasury. I'm just saying where the misbehaving coins are - 81 on Fyrd, 39 in Fyrds Treasury.
  15. Today I'm getting an error message running the MDScript on my item. Note: nothing has changed on my end, it is not a big block of code, (and I have no idea why the "market items" thing is in the URL).
  16. Edited above slightly. Image below. Scrolling I counted 81 such stacks of 39.
  17. I broke four 30-sc notes, then moved 40 of them into Fyrd's Treasury. The right panel now shows I have 81 stacks of 39 silver coins each, which would be 3159 sc. This is wrong. The full-inventory menu shows one box with 118 silver coins (correct, I believe). It expands to 118 boxes showing 81 coins minted at the auto-box, 37 older ones. 39 other new coins were moved to Fyrds Treasury. Newly minted coins have ID's in the 269057-269176 range (120 total). I will investigate further.
  18. Odd stacking behavior of the new coins. I'll post a bug report.
  19. I welcome any idea. I haven't "inventoried" what is in the cave - any idea how many of those npc's are "attackable"? Or how many would be if the newbies had an attack bonus?
  20. This is aimed at increasing retention rate, at the point where they start experimenting with creatures and combat. If they only do 1 damage per hit, it will seem to take forever for them to ever advance a creature (which takes many thousands) let alone hit the 6-digit MP4 advance target. They might just give up and move on in frustration. By having the possibility of an attack significantly higher than a (willing) defense, they might get 100's of points in a battle and so get a sense of progress. Bear in mind, their attack and defense start out at ZERO! With citizenship it becomes attack=0, defense=500. Lopsided.
  21. Let me point out also that the majority of people reading about this on the forum came up in a group of people with which to train. Today, a newbie is lucky to have even one training partner. Some help to accelerate advancement is in order.
  22. Currently GWI citizenship gives 500 defense and 0 attack. There is also a 250 energetic immunity. The only creature with normal attack they can initially afford is an Aramor, with attack 19, which faces defenses ranging from 4 to 15, so the maxium damage done is also 4-15. With only 3% slider on defense, it is impossible for one newbie to do more than the 1% default damage. Unless somebody sets a 0-2% slider on defense, advancement is at a glacial pace, and even then it is very, very slow. I suggest that GWI citizenship should give a 250 attack bonus so that the slider has some impact on their attack strength. I think 250 attack would not be unreasonable - it would mean a 100% slider attack would be matched by a 50% slider on defense.
  23. I'm a chemist - I like playing around with graph paper or charts to get a feel for the data. If you number crunchers have "standard algorithms", go for it. I'd probably just put the names on the charts you made, and see if I see patterns by eye.
  24. Lots of things are split into two groups with no middle. Correlation analysis would be really interesting. Is it just two groups with opposite interest, or are individuals acting independently?
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