Recent Alignment/Damnation changes

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Recent Alignment/Damnation changes

Postby 13 » Wed Oct 18, 2006 5:29 pm

Ever -- 'how do i ******* know which is demon/devil in imms mind and which is ******* damnable mob :)'

Ever -- 'whats efreeti to do with demons?'

Ever -- 'and how do i, who isnt native english, find that **** out?'
Last edited by 13 on Wed Oct 18, 2006 8:03 pm, edited 1 time in total.
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Postby *juggleblood* » Wed Oct 18, 2006 6:51 pm

Druids can detect species on mobs.

Would be nice if imms could add species type to the 'study' command also.

btw syrrinian commoners and armourer in theris are still speciated as demons. If this is intentional ok, but I don't get how they are demons from their descripts or the room descripts.

also efreeti in dweb should be genie-kind, not demon as Toxis pointed out

just out of curiousity, what other affects are species dependent?

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Postby Weasel » Wed Oct 18, 2006 6:53 pm

egad.. damnation only works on *some* mobs now? Why? That's like the main opening spell for tanks in groups.. I thought the idea was to encourage groups on slothMUD? So has the same been done to curse?
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Postby kjartan » Wed Oct 18, 2006 7:03 pm

Yes, Weasel, you have me sussed, I just hate the groups.

Damnation was changed because it doesn't make any sense that you are damning angels or devils; it's explained in the spell helpfile. You can still curse them; I don't see any reason they wouldn't be affected by that.

Efreeti are indeed not demons and shouldn't be classed as such. I don't think we have a "genie-kind" species but I'm sure we can find something appropriate. I'll have a look at those mis-classified mobs you mentioned and fix them tonight, if nobody else gets to it first.
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Postby Weasel » Wed Oct 18, 2006 7:05 pm

[quote="*kjartan*":11enrsb1]Yes, Weasel, you have me sussed, I just hate the groups.[/quote:11enrsb1]
I knew it! :twisted:

How about a new skill that can turn mobs towards evil ways (read: demons)? Of course you would have to be of an evil inclination yourself in order to exercise the skill..
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Postby 13 » Wed Oct 18, 2006 7:49 pm

[quote:pp3fru2u]Damnation was changed because it doesn't make any sense that you are damning angels or devils[/quote:pp3fru2u]

It doesn't make any sense to carry a shield in a bag, or wield a weapon a held low a held high and a shield. It doesn't make sense to only wear two
rings and no ear-rings!
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Postby Autolycos » Wed Oct 18, 2006 7:50 pm

or how about a query command to use at anything to figure out wtf the imms are thinking and htf to continue playing :twisted:
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Postby *Splork* » Wed Oct 18, 2006 7:57 pm

[quote="Autolycos":181usggi] htf to continue playing :twisted:[/quote:181usggi]

Go to Run, cmd, telnet, open slothmud.org 6101 and enter your username pw, press 1 to enter the game.

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Postby kjartan » Wed Oct 18, 2006 8:02 pm

[quote="13":389ztr22]It doesn't make any sense to carry a shield in a bag, or wield a weapon a held low a held high and a shield. It doesn't make sense to only wear two rings and no ear-rings![/quote:389ztr22]
It is a pretty silly argument that because there is one thing in the game that doesn't make sense, we therefore can't ever use "it doesn't make sense" as a reason to change something.

I (at least) would like to fix all of those things you mentioned, but disallowing three-handed style or shields in bags would be too disruptive to play, and adding magic earrings is not out of the question, but right now I don't believe we want an extra slot for balance reasons. Ditto for only-two-rings (although we didn't invent that one, the original Diku borrowed it from D&D).
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Postby 13 » Wed Oct 18, 2006 8:05 pm

I was just yanking your chain Kj. I'm sure we'll learn to make do :)
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Realism Rocks (in moderation)

Postby *juggleblood* » Wed Oct 18, 2006 8:25 pm

I like the fact that its species specific. At least its not totally arbitrary like broadside where some mobs are simply broadsidable and others aren't.

How bout making broadside work against appropriate mobs and changing the chopper messages to something other than you chop off a limb. How many limbs does a humanoid mob really have? And how many can they really lose and still fight. "Rub's weapon chops off a piece of the monsters flesh!" or something might be more appropriate.

And yes, I would personally volunteer to check the height/weight flags on mobs to fix broadside, if I was given an imm char to do so.

Nice changes, keep em coming :)
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Postby Malison » Wed Oct 18, 2006 9:39 pm

"How bout making broadside work against appropriate mobs "

How bout making broadside work? I try it every time I bring my warrior in groups, in both BH and SS, and don't think I've hit anything bigger than a citizen in town. Maybe I've just been really unlucky picking mobs...
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Postby *Splork* » Wed Oct 18, 2006 10:32 pm

I've fixed the mobs Jug spoke about. We will look into any mob that is brought to our attn(whether it be for species, size, etc-just let us know).

We went through over 8k mobs when we added species types to our mobiles. I am sure we made quite a few mistakes. Keep in mind however, several creatures fit more than one species type. In these cases the Imms decide which is more fitting. Well in all cases I guess:P

Splork

I can say, probably with certainty, that we are not going through all 8k again to make sure size is correct in regards to broadside. Simply too much work for such a small benefit. Just hand in the mob names using the bugs cmd.
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Postby Diazz_Dizazter » Wed Oct 18, 2006 10:43 pm

[quote:1yto5bu8]Ditto for only-two-rings (although we didn't invent that one, the original Diku borrowed it from D&D).[/quote:1yto5bu8]

As I understood it D&D allowed for multiple rings, allowing only that the
magical properties of which did not physicaly contact. (this disallows
wearing 5 rings per hand, but 2-3 is possible). In doing so this also
removed the ability for magical gauntlets (leather was suitable).

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Postby osric » Thu Oct 19, 2006 3:13 am

Ok Ok, I can't let this one go, you know, if we spend more time reading books we wouldn't have to argue about this stupid crap (or dare I say program it). Then we could all spend more time on better things, like playing.
Two things in chronological order.
1.The idea of djinn (genies or any other way you care to spell it) and divas (no gang, not Celine Dion) as the evil and virtuous agents of the gods comes from the Persian religious traditions where in good and bad creatures are sent to help or harass people in crisis. They were later co-opted by invading muslim armies as their societies moved across the Iranian plateau (this is why Aladin has a genie).
2.The ideas of good and evil are a great concept (really easy ideas to grasp) and very easy to transport so even though zoroastrianism didn't last, it did inform another religion we all know and love, judaism, which (as they say) begat christianity. This is where the great idea of damnation comes from, the idea being that since god is on your side (I love how god is always on your side, not anyone elses), if you ask him to damn someone or something he'll do it, its part of the covenant. This by the way is why you aren't supposed to say "god damn it" cuz god just might do it (really thats why).
So in a sense damning a demon is unnecessary because they already are damned (and should act accordingly) but it should be very possible to damn an angel, thats part of the whole free will thing god gave people the ability to do (if you believe in god, and the bible, and jimmy swaggert).
As usual I think this change was also unnecessary because its trying to split too fine a hair and just ends up making characters less powerful (something I know the Imms tend to love, but I don't). Also it just helps perpetuate the already pedestrian alignment system we have in the game (but many of you know my thinking on that so I won't bore you with it again).There are plenty of things in this game that can be fixed without making every mob immune to decent spells, that's just frustrating and silly. That being said if any of the imms want my advice on which mobs should be in which category I'd be happy to help.
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