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Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Tue Mar 30, 2021 3:56 am
by Draz
Adael spears don't need to be practiced to charge;
They do need to be practiced to land at the right %s
Confirmed by Austin a few weeks back

Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Tue Mar 30, 2021 12:45 pm
by Vampa
Draz wrote:
Tue Mar 30, 2021 3:53 am
I would really love to have signposts or a simple trigger response to help for mobs to give their activation mobol;

I'd love to know the landing calculations on throw (ob vs parry only or ob vs total defence and how do crits interact with landing)

I'd love to know what sets off agro of dangerous but otherwise neutral mobs (gotta say having taim agro me riding through his room is always a shock)

I'd really love for the load calculation triggers (not necessarily the rare load tables etc. but what triggers these) to be released for chest smobs (i.e. there is SO much superstition around hitting iomm - to the point that various players will only hit it with Ominas because they dont get the junk loads with him.)

I really like that Zarth released what was max engage coding on discord; as that was something that had bugged me for a long time
We are referring to in-game items.

Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Wed Mar 31, 2021 2:39 am
by Alison
One generic word that kicks off all mob interactions.

Help .

I remember hours trying different combinations to figure out what mobs want. If it has one word. Then that can be put on the logging in screen. eg

"Here is a helpful thing. When you are needing to find out what a mob can do just say help in the room that the mob is in."

Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Wed Mar 31, 2021 2:57 am
by Kordin
Alison wrote:
Wed Mar 31, 2021 2:39 am
One generic word that kicks off all mob interactions.

Help .

I remember hours trying different combinations to figure out what mobs want. If it has one word. Then that can be put on the logging in screen. eg

"Here is a helpful thing. When you are needing to find out what a mob can do just say help in the room that the mob is in."
IMHO needs to be different word or a combo of words, for different mobs/mob categories? Quest mobs, helper mobs, trading mobs etc. - "help (mobname)" perhaps?

Otherwise there might be too much spam and unintentional triggering like with town criers for example.

Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Wed Mar 31, 2021 4:11 am
by astrid
i.pack, g.pack and e.pack was a game changer for me when someone told me about it

Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Thu Apr 01, 2021 1:01 pm
by Kordin
semote - how and where (which rooms, i.e. TV Square) it can be used and by whom

Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Sat Apr 03, 2021 7:42 pm
by Elysia
Kordin wrote:
Thu Apr 01, 2021 1:01 pm
semote - how and where (which rooms, i.e. TV Square) it can be used and by whom
Funny you mention this, because last week a new leg of the Clive newbie quest thing went in that explains whispers, asks, emotes, semotes and socials.

That said, with the latest rp addition, I added a small help file to these argles, too.

Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Mon May 03, 2021 12:45 pm
by Kitiara
How pracs like survival/ride affect mvs/hunger/thirst.

Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Mon May 03, 2021 4:01 pm
by Atkins
Insane smob mechanics like tall thief. Smobs that load differently based upon the number of people that hit them.

Re: INPUT NEEDED: Non-discoverable game mechanics

Posted: Mon May 03, 2021 4:32 pm
by Sanguine
Kitiara wrote:
Mon May 03, 2021 12:45 pm
How pracs like survival/ride affect mvs/hunger/thirst.
Pretty sure this is on the wiki, and should probably stay there and not be included within the game at all, I think.