Purgatory MUD [Archive] - ForumsHQ

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apathy
Posts: 212
Joined: Thu Aug 29, 2002 5:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by apathy »

we are 100% stable.



...Famous last words...
PeterParker
Posts: 95
Joined: Sat Aug 30, 2003 5:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by PeterParker »

Hey I totally agree. I just did not enjoy them saying I was acting like a ass when I brought up the exact same thing.



Why is it you guys feel the need to bash a system you don't even play on? If you think it sucks so bad then forget it exists. As for an answer, the knight has different combat abilities, different quests available to it, and we are adding alot of items and spells for all our custom classes. When editing MMUD you are limited within the base code of the game as to what you can make them do. We could name a class a shit head and it will have similarities with stock classes. No matter what you do you have to work within the limits of the game. I can't come up with a new magic listing of knight 1, 2, 3 and so on. As well I can't create Mage 4, so you see all you can do is take the settings you have and change them around. Before you mouth off and tell me about making custom spells limited to specific classes, we already have those. I have been editing mud for a very long time, way back to dos mud, so I know what the limits are. Luckily we have donut and syntax that have created a great editor. If we had to wait for Locke to make one, (mmedit2ooo) we would all be editing dos muds still. Hex editing never worked because you couldn't add new classes and such only change the stock ones. Even though Nightmare is greater than sliced bread, it still has limits.



Enough info for ya?????



Stop bashing everyones mudds and just create your own mud with 10% exp tables and 2000X exp, so everyone can be level 1000000000 in an hour or two. Or take the time to make a quality mud that people enjoy playing and that you enjoy editing.



Pete
Sven
Posts: 313
Joined: Fri Nov 15, 2002 6:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by Sven »

So, they are different from cleric in that:

-they have different combat abilities

-different quests

-and eventually different spells



and just because people ask questions doesn't mean they want to "be level 1000000000 in an hour or two."
Amber
Posts: 153
Joined: Tue Apr 27, 2004 5:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by Amber »

Hi, me again. :-)



Due to user input we made some changes to the new classes:



All Sage classes are now druid 2.

Psionics are druid 2.

Barbarians now wear chainmail.

Battlemages wear scalemail.



(Sages and Psionics still have their own specialized spells.)



Banishment, lvl 40 mage spell, has been added to the game.



New area, lost world, is finished and in.



A wooden talisman has been made that you need to enter the brownie area off the slums. (Because mega was going into the new area...which is a very high lvl area.)



All elemental classes were changed to sages because mega didn't like the long name. :-)

(Earth Elementals are now Earth Sages...)



MME dat files are being made almost daily. They are in the file library and zipped for easier downloading.



And...I think thats it for today. Maybe...you never know!
Pike
Posts: 659
Joined: Wed Jan 16, 2002 6:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by Pike »

A wooden talisman has been made that you need to enter the brownie area off the slums. (Because mega was going into the new area...which is a very high lvl area.)



Why not just make the entrance to this area hidden. Make a command entrance like go path in darkwood. This way nobody has to worry about going where they will die.
PeterParker
Posts: 95
Joined: Sat Aug 30, 2003 5:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by PeterParker »

Why not just make the entrance to this area hidden. Make a command entrance like go path in darkwood. This way nobody has to worry about going where they will die.



Wanted to make sure it was visible so it is easy to find. If you don't have the talisman you can't go that way so no problem.



Lodin
Zoloft
Posts: 230
Joined: Wed May 12, 2004 5:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by Zoloft »

good point
hades
Posts: 114
Joined: Sun Apr 06, 2003 6:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by hades »

ok lets see if I got this right you already raised sage psion combat now you raise their spells downgrade 2 classes an armour class with no class change race change based on mostly user imput from people outside the top 20 ..... I sure am glad I'm moving on
PeterParker
Posts: 95
Joined: Sat Aug 30, 2003 5:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by PeterParker »

ok lets see if I got this right you already raised sage psion combat now you raise their spells downgrade 2 classes an armour class with no class change race change based on mostly user imput from people outside the top 20 ..... I sure am glad I'm moving on



I never had anyone ask for a class change. So whats your point?? We only had one player complain and roll without even asking a question, I bet that was you. As Amber said, had you (assuming you're that person that rolled) not thrown a hissy fit and asked for a change we would have allowed it. As far as Barbarians and Battlemages, we have noticed NO decrease in combat abilities from the lowered armour class. If you check the history of barbarians they are chain wearers to start with. So all we did was fix them. Anyone can make a suggestion that plays the game, we don't limit that to high level players only.



If you don't want to play just tell me your acct names and I will tag them for deletion. Its a shame because if you are who I think you are, Amber and I had discussed making you our mudop starting next week when I get back to work after vacation (you were very helpful with all aspects of the game).



I do admit one mistake, I should have given more notice before instituting the changes, that won't happen again. Noone still playing seems to have a problem anymore, its water under the bridge.





Lodin & Amber
PeterParker
Posts: 95
Joined: Sat Aug 30, 2003 5:00 am

Re: Purgatory MUD [Archive] - ForumsHQ

Post by PeterParker »

UPDATE!



We have gotten ALL the alignment quests fixed for ALL the new classes upto and including #4. I hope to have the 5th one done before I go back to work on Monday.



Also I continue to increase lairs throughout the realm to help with regen in areas where people like to script.



New items have been added for the new classes, and we have many more that will work for new and stock classes.



All classes have had +25 added to all races to allow training at higher levels.



More to come....



Lodin
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