Search found 17 matches
- Wed Jul 29, 2009 10:57 pm
- Forum: Archive
- Topic: New server linkspeed
- Replies: 10
- Views: 33169
Re: New server linkspeed
Welcome to a standard American link.
- Fri Mar 13, 2009 9:05 pm
- Forum: Archive
- Topic: Any future ahead? I guess not.
- Replies: 27
- Views: 122745
Re: Any future ahead? I guess not.
That's funny.. my assumption would have been that they HAD mailed their inquiries, and just hadn't heard anything back.
- Fri Feb 06, 2009 6:35 am
- Forum: Archive
- Topic: The term 'Darkie'
- Replies: 8
- Views: 25744
Re: The term 'Darkie'
That's hardly a comparison worth mentioning.
- Sun Jan 18, 2009 4:57 am
- Forum: Archive
- Topic: Mysterious room in The Shire
- Replies: 3
- Views: 9136
Re: Mysterious room in The Shire
I forsee many, many posts from you in the future, if this one is any indication!
- Fri Nov 14, 2008 3:33 am
- Forum: Archive
- Topic: Survey: World problems
- Replies: 29
- Views: 65629
Re: Survey: World problems
That's actually a slightly different idea, and I must say I like it even better. A different repop message for each mobile type (plant, etc.) with the option for completely customizable messages would, I think, make for a fairly realistic workload as far as adding this feature to existing mobiles go...
- Thu Nov 13, 2008 8:19 pm
- Forum: Archive
- Topic: Survey: World problems
- Replies: 29
- Views: 65629
Re: Survey: World problems
Quite an interesting thread, that I somehow completely missed. Thanks to Phloxy for bumping it! I'm a bit disappointed that the idea about a message showing before a zone repops was not commented upon by Sung. In my opinion this would not only be useful, but it would be a terrific job for new builde...
- Wed Aug 06, 2008 10:37 pm
- Forum: Archive
- Topic: What would you change?
- Replies: 127
- Views: 1088182
Re: What would you change?
Smithing would be pretty cool (well, as long as tongs are used, and not tongues), but I suspect balancing the addition of something like this would require a few more steps than a first glance would suggest. If you could only create items that load in shops by default, what would the point be (other...
- Sun Jul 20, 2008 7:57 am
- Forum: Archive
- Topic: The Forum Search Function
- Replies: 2
- Views: 7977
Re: The Forum Search Function
In case no-one else says it: Thank you!
- Tue Jul 08, 2008 10:52 pm
- Forum: Archive
- Topic: Scout changes
- Replies: 8
- Views: 31950
Re: Scout changes
A perfectly logical assumption, Pinion, as the changes encourage "stab-and-run" scouts and hurt those that try to fight in a more direct manner.
- Wed Jul 02, 2008 7:24 pm
- Forum: Archive
- Topic: Scout changes
- Replies: 8
- Views: 31950
Re: Scout changes
You haven't really addressed any of the points I brought up, Ghalad, and I see no reason to repeat myself. Your complaint about not having found a suitable thread to place your post in would be convincing if you had not posted in that thread already. Perhaps I can refresh your memory? http://mume.or...
- Mon Jun 30, 2008 10:23 pm
- Forum: Archive
- Topic: Scout changes
- Replies: 8
- Views: 31950
Re: Scout changes
He's missing that "first punch" ? I thought the scout changes destroyed a scout's ability to fight when their presence is known, and did not affect that "first backstab" opening? If you honestly want management to reconsider a change, you're going to have to do better than this sort of vague, whiny,...
- Mon Jun 09, 2008 11:04 pm
- Forum: Archive
- Topic: What would you change?
- Replies: 127
- Views: 1088182
Re: What would you change?
Lindonon, new players can ask experienced players questions at any time. I find it a good reason to open shops 24/7 simply because this is the only reason you were able to supply for 'why' shops should be closed at night. It is not a reason. Even as an experienced player I've found it endlessly frus...
- Mon Jun 02, 2008 9:58 pm
- Forum: Archive
- Topic: What would you change?
- Replies: 127
- Views: 1088182
Re: What would you change?
If you want to travel to potentially dangerous areas, you need to accept that there will potentially be danger. The problem I have with making things more 'newbie-PK-escapable' is that this generally also makes it ridiculously harder to kill a half-experienced player. One of the joys of MUME to me, ...
- Sat May 10, 2008 8:43 pm
- Forum: Archive
- Topic: What would you change?
- Replies: 127
- Views: 1088182
Re: What would you change?
Regarding death traps: From what I understand, 'instant' death traps are no longer being built into new areas; the move is away from them, and towards things like mudlled damage falls, 'delayed' death traps, etc. At least I'm pretty sure. I'm not sure if anything is being done about 'old' instant de...
- Thu May 08, 2008 12:10 am
- Forum: Archive
- Topic: Feedback on Ideas
- Replies: 2
- Views: 8069
Re: Feedback on Ideas
I've seen a lot of feedback on these forums so far. More than that, I've been able to deduce that because of this feedback the V+ read these forums, and also that because some ideas get feedback, the ideas that don't haven't merited it. I've also deduced from a few V+ comments that a flood of largel...
- Fri Apr 18, 2008 3:37 pm
- Forum: Archive
- Topic: Is This Abuse?
- Replies: 13
- Views: 39909
Re: Is This Abuse?
If you're using that as your reasoning for suggesting this is abuse, Wobbler, I personally think it's shaky at best. It's not as if there aren't instances naturally occuring in the game world where you can quake groups of more than 7 mobiles. Considering the amount of time required to summon this ma...
- Thu Apr 17, 2008 4:19 pm
- Forum: Archive
- Topic: Is This Abuse?
- Replies: 13
- Views: 39909
Re: Is This Abuse?
What exactly is 'too good to be true' here? Do you have any idea how long it takes to summon that many mobs? Personally I'd rather seek those mobs out and kill them, than do this, even as a solo mage (not that quaking that sort of room isn't tempting..).. EDIT: I suspect that the demotion you are re...