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Archive for November, 2009

Multiplaying, Part II

14 Nov

Next thing, special characters. Previously the rule has been only one per player. The main reason why we have had this rule in place is that many of the special characters play on different sides to the ‘war’, and having two alts on either side could spoil things and be a big conflict of interest. It would be very hard to play a Dryth seriously if you also had a Vek and were aware of the plans of a secret movement to kidnap a few Dryth for experimentation.

However, we would like to see more specials out there, as well.. we think they are special and there is a lot of interest in playing them. So, we are willing to allow more than one special, as long as they are not on different sides of the ‘war’.

So, a player with a Vek could make another Vek, or a ‘bad’ Wolfkin or ‘bad’ channeler. But could not make a Dryth, or a ‘good’ wolfkin, or ‘good’ channeler.

A player with a ‘good’ Wolfkin could make another ‘good’ Wolfkin, a Dryth, or a ‘good’ channeler.

(Note, generally we’re using the word good as an indication of the general mindset of the residents of Seahaven, ie good are those that follow the six Gods (Cymur, Balor, Ylessa, Elbahn and Melchior) and bad are those that follow Morhiag and Belial).

 
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Posted in Dark Isles

 

Multiplaying, Part I

14 Nov

Like most RPI’s out there, we have a small player base and many of our players have multiple characters. Whilst we encourage players to keep their characters as seperate as possible and to avoid cross-overs in friends, lovers and enemies between them, we do recognise that with a small player base this can be difficult.

So, in recognition of this, we are clarifying and relaxing the multiplayer rules already in place to allow alts to interact with a similar range of people. What does this mean?

If player A has two characters, Mary and Jane. And player B has one character, Jack. Mary could be lovers with Jack and Jane could be friends with Jack.

However,

- there should be NO out of character motivations.

- there should be NO passing of information between alts. If Jane catches Jack cheating on Mary, she couldn’t “tell” Mary.

- the alts should not be jointly used to either gang up on another alt or boost another alt in a significant way.

- the interactions between two alts and one player should not involve critical implications. Example, Jane could not kill Jack because she caught him cheating on Mary. She could tell him off if it was IC for her to do so. Other critical implications could be death, large financial gain and social status. If you’re not sure, just ask.

We do encourage people to keep their characters as seperate as possible as there is a lot of ‘grey’ area, and it can be hard to seperate what is okay and what is not (though we do recommend asking us if you are unsure – even after the event in question).

 
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Posted in Dark Isles

 

Pirates!

13 Nov

Well, book a passage on a ship between Perran and Seahaven and you just might find yourself coming across some! That’s right.. we now have sea travel in, allowing movement between the isles.

At the moment, as Perran isn’t yet finished (but it isn’t far away), it isn’t active, but it will be in the next couple of days. How does it work? Well, for the moment, we’re not going to stick you on a ship and out of roleplay for weeks on end. Instead, as the two islands are completely separate, the travel between them will be instantaneous. However, the trick is you won’t be able to travel again, until the travel time has passed. So, if a trip would take 8 days from Perran to Seahaven, then you can’t travel back from Seahaven to Perran till at least 8 IC days have passed.

There are several ships available for each passage, and the cost relates to how fast they are. Travel isn’t cheap. And not all trips are going to be safe. They won’t kill you though, but sometimes you might come out with a few bumps and bruises, or a little seasick (though constitution will help lessen this). A good wind might quicken your travel time, or bad luck might slow it.

Hope you all like this update, more information can be seen on help travel.



The following ship passages are available from Tarkas: Perran:

ID  To                     Shipname              Days  Price

----------------------------------------------------------------

 1  Heas : Seahaven        Fast Shark             3    5 pounds

 2  Heas : Seahaven        Booty Snatcher         8    3 pounds

 3  Heas : Seahaven        Avenger               12    1 pound

----------------------------------------------------------------

If you wish to board one of these ships, use: travel buy <id>



 
 

Language updates.

11 Nov

Two small language changes… you can now use %l (or %L) in prompt to show the language you are speaking. And you can change language with speak as well as the language command.

PS Thanks to Minion for the idea.

 
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Rent Stuff

09 Nov

So, not much more to go on this new rental system and it’ll be all up and running.

What does this mean for you guys, the players? Well, previously, to buy a house, you’d have to have to get a hold of staff and have them set up all the bits and pieces. Now it’s all automated. You walk down a street, see a for sale sign, rent buy, pay out your monies and it’s yours keys and all. You can use rmedit to alter your room descs and viola. If you’re a rich noble sort of person, then you can manage your properties using this rental system. Set up rent, put it up for sale and the payments go directly to your bank account.

All and all, it is pretty cool. At least, I think so.

See help rent for syntax and how it all works.

 
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Posted in Code, Dark Isles

 

Two bug fixes

06 Nov

A couple of fixes for two historic bugs we inherited from an ex-coder.

1) Height, weight describing words (‘average’, ‘skinny’, etc) are now generated based on your actual height/weight. Previously the word itself was set at creation and unchangable.

2) Health is now worked out correctly.

 
 

More Coming Soon

04 Nov

Working on an automated rental system. So far I’ve got the basics implemented on the test server.

The database is set up, and you can rent check, to view the information on the entry room you are in, and if it is available, do a rent buy. Which checks all the relevant bits and if you have enough money, subtracts it from your bank/inventory and updates the database.

Nifty hmm? Got to bug test it some more and then add in a few other features and tie it into the incrementing rent owe system.

 
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Posted in Code, Dark Isles

 

Two bits of new code..

04 Nov

The first, isn’t really going to make much of a difference to you guys, other than if for some reason the mud can’t connect to our MYSQL database (ie, the host is down), it shouldn’t crash the mud. Commands would just not work and staff would be notified.

The second, an Editor upgrade, which includes:

- It now correctly counts the text length per line, taking into account colour codes appropriately

- Upgrade to /h display – prettier, easier to understand

- You can now delete a range of text, rather than just one line. Specify with: /d # – #

- You can now list a range of text, rather than all of it. Specify with /l # – # or /n # – #

- And the best bit of it, you can now specify a range for formatting. This makes it much easier for you to set up your text into paragraph format.

 
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Posted in Code, Dark Isles

 

Forest Extension

03 Nov

One of the forest areas has been extended by about a dozen rooms and is open to the public to explore. To encourage this, a few coins have been hidden in this new area for you to find. Happy hunting!

A big thanks to Minion for putting this in for us.

 
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Teaser

03 Nov

 A Wide Landing in the Cliff Wall in Rohnastre 

There is a feel about this place, a certain feeling that cannot be isolated,
that puts it strictly outside the natural realm. There is a stillness and
silence that lingers over everything; even the calls of animals feel somehow
muted. To some, this might signify peace, to others, it is doubtless eerie. 

Cliffs drop off sharply around the edge of this platform, which seems to have
been hewn directly into the side of the cliff. Far below, easily hundreds of
feet, can be heard the sound of the ocean churning against the sheer rock
walls. A wide square of black flagstones has been laid upon the ground,
crossing from one the giant arch that overlooks the sea, over to the narrower
path that leads further up the cliff face.


Regardless of the time of day, there is little change in the lighting here;
not quite a blanket of darkness, more of an ambient grey. The shapes of
rocks and large objects can be made out, but little more without additional
light. The source of this strange ambiance is hard to determine, certainly it
is not from the sky, which remains a complete black. No moons, no stars, no
planets.
[ Exits: north ]

A towering stone-wrought arch looms high above the ground.
A tall, brilliant gas-lamp that casts an orange glow is set into the center
of the square.

 
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Posted in Dark Isles