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September 04, 2025, 08:28:26 am
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- Please no drama, no toxic stuff etc. Respect each other. Let everyone play and enjoy.
- Respect legacy of Solace: roleplay.
- Strictly follow ALL RULES.

Consider clans closed for now. Write a role indicating you'd love a certain clan; you might be inducted at some point (don't worry about your level).

Coming soon: a solution for solo mages level grind. Multicharring is NOT allowed (see above about following all rules).

Cheers!

(don't forget to invite friends on other platforms)
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1.5 player is in MUD and chromatic is already stored (c)
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+  Solace MUD Official Forum
|-+  Recent Posts
Pages: 1 ... 5 6 [7] 8 9 10

 61 
 on: August 23, 2025, 09:50:52 pm 
Started by khiren - Last post by Sirri
This cat just has zooms (fixed)

 62 
 on: August 23, 2025, 04:31:45 pm 
Started by Nierth - Last post by khiren
Yea it was in the game and was way too much  Roll Eyes

Some time ago, I shared an idea update for tailored skin. Is that something that’s been set aside, or could it still be considered for inclusion?

 63 
 on: August 21, 2025, 07:10:48 pm 
Started by khiren - Last post by khiren
Guess even kenders have limits.

That can't BE!  Smiley

 64 
 on: August 21, 2025, 07:08:58 pm 
Started by khiren - Last post by khiren
Also WoW was/is know as "carebear" game. You cannot ever lose your gear, you cant be looted. But you never have same adrenaline as in Solace. Higher the stakes more fun it is.

I never suggested that we go "carebear" mode. Branded item still can be looted Smiley

Branding only protects you from:
[log]
Due to your long absence in Solace some of your limited items have disappeared.
[/log]

 65 
 on: August 21, 2025, 07:06:23 pm 
Started by khiren - Last post by khiren
This system exists in MMOs (which I was victim of for several years). In WoW specifically is called "bind on pick" and "bind on equip". It did function but all Hunters(for example) had same end game gear. I think in Solace scarcity stimulates PK. On other hand I hate reboot race. For example I never had GoS. Take what you want from it.

You’re right, WoW’s “bind on pick/equip” did make everyone end up with the same gear, which isn’t what I’d want here.

The branding idea isn’t meant to remove scarcity or PK; items still go back to the pool and can still be looted, just not sold.

The main goal is to cut down on reboot races, which reward time availability more than long-term investment.

Branding would keep scarcity alive, but give players some continuity with their hard-earned gear.

 66 
 on: August 21, 2025, 07:02:16 pm 
Started by khiren - Last post by rexbu
Also WoW was/is know as "carebear" game. You cannot ever lose your gear, you cant be looted. But you never have same adrenaline as in Solace. Higher the stakes more fun it is.

 67 
 on: August 21, 2025, 06:59:16 pm 
Started by khiren - Last post by rexbu
This system exists in MMOs (which I was victim of for several years). In WoW specifically is called "bind on pick" and "bind on equip". It did function but all Hunters(for example) had same end game gear. I think in Solace scarcity stimulates PK. On other hand I hate reboot race. For example I never had GoS. Take what you want from it.

 68 
 on: August 21, 2025, 06:30:42 pm 
Started by khiren - Last post by khiren
One of the recurring challenges in the MUD is the issue of limited items. Over time, these items often become a source of frustration, not only for current players competing for them, but also for future players who may feel locked out of content due to scarcity. I’d like to suggest a system that both alleviates this issue and adds new depth to gameplay.

Core Idea
Introduce a Craftsmith NPC (perhaps located in Mithrilhalls) who offers an exceptional service called item branding. When a character chooses to brand an item, the following occurs:
  • The branded item gains a new flag that permanently ties it to that character.
  • Once branded, the item can no longer be used, worn, or wielded by anyone else.
  • From the MUD’s perspective, the original item is returned to the global pool at the time of branding, ensuring availability for other players.
  • The branding process effectively creates a personal, character-bound version of the item.
  • This system solves the scarcity issue by recycling items back into circulation while still rewarding players who have put in the effort to acquire them.

Example of item before and after branding
  • (Humming) a large earthen fist
  • (Humming) a large earthen fist of Puckwick

Cost and Balance
To ensure balance and preserve the sense of achievement, the branding service should come at a significant cost. For example:
  • Base cost: At least 10,000 gold. From my personal experience, it takes a while to gather that amount
  • Scaling cost: Each time a player brands another item, the price increases by 10%. This makes the decision meaningful and prevents players from branding every item too easily.

Benefits
  • Encourages long-term engagement: Players will be motivated to continue playing to afford branding costs.
  • Retains value of effort: Players know that their hard-earned items won’t be permanently lost due to inactivity in-game.
  • Supports fairness: By returning the item to the pool, other players still have a chance to obtain the original version.
  • Creates progression: Players must decide which items are most important to them, adding strategy and commitment.

Downsides
  • If you die, branded items can be looted by others, but no shopkeeper can buy them due to their value.
  • You can blackmail a fallen character in order to give them an item back.

In summary, the branding system could resolve long-standing frustrations around limited items, while also deepening the game’s economy, progression, and sense of player investment.

 69 
 on: August 21, 2025, 01:56:10 pm 
Started by khiren - Last post by zondra
Guess even kenders have limits.

 70 
 on: August 21, 2025, 01:04:23 pm 
Started by khiren - Last post by khiren
help carve
[log]
 Keywords: 'Carve Hoopak'
--------------------------

   Syntax: carve <staff>

   With this ability, kender may attempt to carve a hoopak from any
   staff he carries
, and the chance of success depends on his skill.
   This new-made hoopak would possess all the properties of the staff
   it was made from, and could be used with thrust and whirl skills.

   Normally, a hoopak will wear out after some period of time (the
   more powerful the source staff is, the less is the lifetime), but
   there is also a possibility to create a durable hoopak which will
   never be played out.

   Note that hoopaks created with the use of this ability are only
   usable by kenders.
[/log]
According to the help, 'any staff' can be converted.

According to the lore, a stick is a staff.
[log]
lore stick
Object 'lords lord's walking stick staff' is type weapon.
You can wear it at wield.
It is made of wood.
Weight is 13, value is 90000, level is 38.
Weapon type is staff.
Damage is 8d8 (average 36).
Weapon flags : two-handed
Damage noun is wrath.
[/log]

Yet, I can't convert it...
[log]
carve stick
A lord's walking stick would not make a good hoopak.
[/log]

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