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 Post subject: Code Update 12/23/2016 Q&A
PostPosted: Fri Dec 23, 2016 11:32 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
Read the latest Code Update announcement here.

Some new help files from the game:
help alerts wrote:
[Game help] alerts

Syntax: alerts <type> [game|mail] [on|off]
alerts all [game|mail] [on|off]
alerts all [on|off]

The alerts command has a variety of settings that allow you to customize
which types of real-time alerts you receive (both in-game and via email).
Your email address must be set and verified for each character that
you wish to receive related alerts. The definitions of each type are:

BONANZA (OOC)
Notification when a bonanza begins and its duration.

DIPLOMACY CHANGES (IC) (Digest)
Updates on the diplomacy status of your faction(s).

FACTION UNDER ATTACK (IC)
Notified when a player character in one of your factions(s) or an allied
faction is under attack by another player character. Also when an outer
guardian or head judge is under attack.

HAPPY HOUR (OOC)
Notification when happy hour begins each day.

LOOKING FOR PARTY (IC)
Notification from the astral conclave whenever a party leader uses the
party advertise function to look for additional members for their party
who match your character.

MENTOR OPPORTUNITIES (IC)
Notification from the astral conclave whenever a new player is created or
seeks assistance. Sent only to mentors with a preference for mentors
of the same kingdom and class.

NOTEBOARD POSTS (IC) (Digest)
Notified when a note board post is addressed specifically to your character
or one of their factions and/or religions.

Alerts that are marked (Digest) will generate no more than one individual
email per day. Subsequent alerts will be combined into a digest email to
prevent excessive email spamming. Alerts of other types may be discarded if
triggered by the same character repeatedly. Note: Purposefully triggering
alerts repeatedly to spam someone is a violation of Rule 7. (help rules2)

Alerts with the IC designation are in-character information and should not
be shared with others using out-of-game methods.

See also: email IC advertise mentor note rules2

help party wrote:
[Party help] party

The concept of a party is used to allow several people to fight, flee, or
adventure together. There are several advantages, such as being able to
look out for each other, execute formations while fighting, and gaining
additional experience points.

The party commands available depend on your current party state. Please
see each of the help files below for an explanation of available options.

See also: no-party, party-member, party-leader

help no-party wrote:
[Party help] no-party

Syntax: party create <party name>
party accept [player name]
party accept [player name] with summon
party accept [player name] no summon
party decline [player name]
party info [name]

Before you have joined a party, the following party commands are available:

Create <party name> forms a new party with you as the leader. If no name
is specified, the party will be automatically named after the leader.

Once you have been invited to join a party, accept [inviter name] will
allow you to accept the invitation. Under certain conditions, you may be able
to accept from a long distance. If you do, a summons may be offered by the
astral conclave for a small fee. Specify with summon or no summon to
either accept or decline the transportation and payment.

If you are not interested in accepting an invitation to join a party, you
may always decline.

You may use the info [target] command to examine the formation of any
other party, regardless of your own party status.

See also: party, party-leader, party-member

help party-member wrote:
[Party help] party-member

Syntax: party info [all|roster|formation]
party info [name]
party leave

By default, the info command will show your current party name, roster
and formation. You may specify roster or formation to display only those
specific sections of the party info. Alternatively, you may specify all,
which also shows the party mission parameters, as set by the party leader.

You may use the info [target] command to examine the formation of any
other party, regardless of your own party status.

If you are no longer interested in being a member of the party, you may
leave at any time.

See also: party, no-party, party-leader

help party-leader wrote:
[Party help] party-leader

Syntax: party rename <party name>
party destination [area name]
party goal [rp|pk|xp|gp|any]
party align [best alignment] [worst alignment]
party status [lowest status] [highest status]
party advertise
party invite [character name]
party eject [character name]
party disband
party info [all|roster|formation]
party info [name]

Rename will allow you to give the party a new name.

There are several party commands that allow party mission parameters to be
set. Destination will allow you to specify the name of the area where the
leader intends to take the party. Goal lets you specify up to four different
tags the party's intended purpose. Align specifies the best (most good) to
worst (most evil) alignments the party intends to include. Status indicates
the lowest to highest levels that the party intends to include.

The party mission parameters are not binding upon the party. Instead they
are used when requesting the astral conclave to advertise for additional
party members. Prospective members will be mentally contacted and may (or may
not) respond to the invitation. Only one advertisement is allowed per party.

Invite can be used on any character in the room. It can also be used to
invite players from anywhere in the world. Remote invites may only be issued
and accepted when the party leader is in a calm state of mind.

Eject may be used by a group leader to force another person out of the
group. Disband ends the group, freeing everyone to go their own way.

For an explanation about info, see the party-member help file.

See also: party, no-party, party-member, alignment, status, area


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 Post subject: Re: Code Update 12/23/2016 Q&A
PostPosted: Fri Dec 23, 2016 11:49 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Looks like a nice feature add. I like the increase to immersion that the alerts represent. It always seemed kind of weird that in a world with ubiquitous telepathy that characters didn't have updates from various things when not actively online. This is a cool bridge.

EDIT: In regards to the summon for remote party invites, how is the cost calculated and does it require carried coin to pay for? What sort of upward limit can be expected?


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 Post subject: Re: Code Update 12/23/2016 Q&A
PostPosted: Sat Dec 24, 2016 4:56 am 
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Mortal

Joined: Sun Nov 13, 2016 11:31 am
Posts: 240
The party code update is, on paper, a neat idea. I think it would've had a lot more "oomph" if the 'summon' effect was a straight up transport, and not an actual coded summon spell that won't allow you to join a party in a warded area.

That desired effect there would probably have been better achieved by adding 'gate merchants' to the major cities or something of the sort.

The summon effect just doesn't seem to do much of anything, and has such fringe application that I don't expect it to see much use, ever. Almost any area worth visiting as a GM is gate/summon proof, and even if they weren't, it's not like you're going to get a lot of adventuring done without a priest.

A straight up 'transport' regardless of where the party you're joining is, IMO, has the potential to open tons of doors. It'd be like joining an MMO raid/instance already in progress, which on SK is currently pretty much impossible unless you are a gnome sorceror. And having it limited to that one specific combo, and even one specific character, is probably not ideal for something that should be a game-wide feature and not a "leet scripted item hax".

Tweaking the party join/transport option to the point where it would actually let people join adventures to the fun and challenging areas of the game seems like something that would honestly add a lot more fun to the game. You wouldn't have to be logged on for 7 hours straight if you wanted to do the IC/Nightmare Temple/etc, you could join a group who was already there and help them finish it.

As it stands though, and I'm going to repeat myself as I feel it's worth the time, the "summon" aspect of this has the potential to be amazing and really drastically improve one aspect of the game for /everyone/, but winds up being something that will almost never get used and honestly doesn't have much reason to be used.


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 Post subject: Re: Code Update 12/23/2016 Q&A
PostPosted: Sat Dec 24, 2016 2:15 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
I think this is at least a point worth discussing. While the astral guide looks like it is casting summon, it's actually already a modified version of that spell. It brings your pets. You don't get a saving throw (since you already accepted anyway).

So if only the guild was offering to transport you, it could be made to work. But at the moment, they specifically don't offer if you are in a no magical transport location. There is an argument that allowing this would make it too easy to overcome obstacles that were specifically designed into the area to make it a challenge.


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 Post subject: Re: Code Update 12/23/2016 Q&A
PostPosted: Sat Dec 24, 2016 5:12 pm 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2765
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Maybe add rallying points in areas that let you do it, but not go around key obstacles.


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 Post subject: Re: Code Update 12/23/2016 Q&A
PostPosted: Sun Dec 25, 2016 3:45 pm 
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Mortal

Joined: Tue Oct 20, 2015 1:51 pm
Posts: 225
Yes, it can be frustrating when you've been left behind or missed out on a chance to go on these trips because either you didn't know what was going on or weren't on at the time that the party has set out. But there are also several items that already allow you to cut the times on some of the end game trips literally in half.

Some of these trips are substantially less harder than they used to be, granted it depends on knowledge and experience of the areas. Making points that allow members to join a group that is already within an end game area would be nice, but at the same time, the loot/rp that comes with the longer trips is normally almost always worth the effort.


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 Post subject: Re: Code Update 12/23/2016 Q&A
PostPosted: Sun Dec 25, 2016 8:09 pm 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2765
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Thank you for the update D, recommend updating the MOTD.

motd
%%%%%%%%%%%%%%%%%%%%%%% Welcome to Shattered Kingdoms %%%%%%%%%%%%%%%%%%%%
% Shattered Kingdoms is a MUD where role-playing is emphasized. %
% Player-killing is allowed based on roleplay. %
% %
% All players are required to read and understand HELP RULES and %
% all entries listed under 'See Also' at the bottom of them. %
% %
% New players should start by reading the HELP NEWBIE entry %
% There are also helpful HINTS in the Adveturer Academy. %
% %
% The Shattered Kingdoms website has all our help files online plus %
% forums you can join: http://www.shatteredkingdoms.org %
% To update your forum membership access, read HELP FORUMID %
% %
% Latest Code Update: 17 Sep 12016. Notes can be found here: %
% viewtopic.php?f=1&t=26140 %
% %
% Characters inactive for 30 days or more are deleted without notice. %
% Please note this game may contain content unsuitable for children. %
%%%%%%%%%%%%% Message of the Day (MOTD) updated: 17 Sep 2016 %%%%%%%%%%%


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 Post subject: Re: Code Update 12/23/2016 Q&A
PostPosted: Mon Dec 26, 2016 8:57 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
Done. Thanks for the reminder.


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 Post subject: Re: Code Update 12/23/2016 Q&A
PostPosted: Tue Dec 27, 2016 4:10 pm 
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Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Seems ironic that you'd put these alarms in when people have literally been punished in the past for alerting people to game activity, encouraging them to log on and participate, and then they get punished for playing g the game over YIM.


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 Post subject: Re: Code Update 12/23/2016 Q&A
PostPosted: Thu Dec 29, 2016 10:08 am 
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Mortal

Joined: Fri Aug 22, 2008 9:30 am
Posts: 597
Location: TX
Where is this "See also: email IC advertise mentor note rules2" ? If we receive a mentor email, can we contact the character ICLY even if we have yet to meet them?

Thanks.


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