Their full signature includes the quote from her but the format makes it look like its part of their post.
>>Gross. That's gross. You're gross.
>>---
>>NaOH+HI
Re: [Notification] Ranger Dev 2016 on 02/19/2016 10:57 PM CST
Re: [Notification] Ranger Dev 2016 on 02/20/2016 10:41 PM CST
Re: [Notification] Ranger Dev 2016 on 03/08/2016 11:15 AM CST
Updates!
Scouting Project - Not approved yet.
* An alternate idea has come to light and it's being investigated.
Companions 1.0 - Approved
* Removal of permanent loss.
* Accelerated growth when cared for.
* New randomized taps.
* New verb to allow OLD companions to have their tap randomized.
* Support for companion alterations
* Messaging improvement. Routes to atmo window.
* New messaging. Routes to atmo window.
* New fluff verbs.
Ranger F2P VISAs
* This is now on my list.
---
NaOH+HI
Scouting Project - Not approved yet.
* An alternate idea has come to light and it's being investigated.
Companions 1.0 - Approved
* Removal of permanent loss.
* Accelerated growth when cared for.
* New randomized taps.
* New verb to allow OLD companions to have their tap randomized.
* Support for companion alterations
* Messaging improvement. Routes to atmo window.
* New messaging. Routes to atmo window.
* New fluff verbs.
Ranger F2P VISAs
* This is now on my list.
---
NaOH+HI
Re: [Notification] Ranger Dev 2016 on 03/08/2016 11:28 AM CST
Idea from discussions earlier: perceive nature. A way to check an area's nature status and your own bonus without pacing or howl/mooing. Could be easy messaging like "[PC] closes his eyes for a moment." And then PC sees "You close your eyes and talk to nature. The local area is [nature messaging] and you feel [self messaging]."
I'm sure you could make it fancier.
I'm sure you could make it fancier.
Re: [Notification] Ranger Dev 2016 on 03/08/2016 11:33 AM CST
Re: [Notification] Ranger Dev 2016 on 03/08/2016 03:38 PM CST
Re: [Notification] Ranger Dev 2016 on 03/08/2016 06:19 PM CST
Re: [Notification] Ranger Dev 2016 on 03/08/2016 09:05 PM CST
More updates:
MoN changes are now in QC.
* Details will be posted once it's ready to go live. I think you're going to really like the changes, which include new messaging.
SIGN updates are now in QC.
One of the bigger updates for sign is that it will now have a HELP, but because there is a sign for help, you can only see it with HELP VERB SIGN. Here's a look at what's happening:
>help verb sign
USAGE:
SIGN (word)
SIGN (word) - Can use up to nine words at a time.
Options: Ambush, Attack, Axe, Baby, Bad, Barbarian, Bard, Battle, Behind, Bow, Building, Cleric, Cliff, Climb, Club, Coin, Cold, Come, Commoner, Companion, Concussion, Crazy, Dance, Danger, Dead, Dig, Down, Drink, Drop, Dwarf, East, Eight, Elf, Elothean, Empath, Enemy, Evil, Explosion, Female, Fight, Five, Follow, Food, Forage, Four, Friend, Gather, Gnome, Go, Good, Gortog, Ground,Guard, Halfling, Hear, Hello, Help, Hide, Hill, Horse, Hot, Human, Hurt, I, In, Intersection, Join, Jump, Kaldar, Kill, Kiss, Large, Lightning, Listen, Look, Love, Mage, Magic, Male, Man, Me, Mountain, Mud, Necromancer, Nine, No, None, North, Northeast, Northwest, One, Out, Paladin, Path, Poison, Pour, Prydaen, Quiet, Raccoon, Rain, Rakash, Ranger, River, Run, Skramur, Scout, Search, Seven, Six, Skin, Sleep, Small, Smell, Snipe, Snow, South, Southeast, Southwest, Spear, Spell, Spouse, Stalk, Stand, Stop, Swim, Sword, Talk, Teach, Ten, Tend, Thief, Think, Three, Thrown, Tired, Together, Touch, Track, Trader, Trail, Trap, Tree, Twit, Two, Up, Voice, Walk, Wall, War, Water, Weapon, West, What, Wind, Wolf, Woman, Yes, Zero, and Zombie.
---
NaOH+HI
MoN changes are now in QC.
* Details will be posted once it's ready to go live. I think you're going to really like the changes, which include new messaging.
SIGN updates are now in QC.
One of the bigger updates for sign is that it will now have a HELP, but because there is a sign for help, you can only see it with HELP VERB SIGN. Here's a look at what's happening:
>help verb sign
USAGE:
SIGN (word)
SIGN (word) - Can use up to nine words at a time.
Options: Ambush, Attack, Axe, Baby, Bad, Barbarian, Bard, Battle, Behind, Bow, Building, Cleric, Cliff, Climb, Club, Coin, Cold, Come, Commoner, Companion, Concussion, Crazy, Dance, Danger, Dead, Dig, Down, Drink, Drop, Dwarf, East, Eight, Elf, Elothean, Empath, Enemy, Evil, Explosion, Female, Fight, Five, Follow, Food, Forage, Four, Friend, Gather, Gnome, Go, Good, Gortog, Ground,Guard, Halfling, Hear, Hello, Help, Hide, Hill, Horse, Hot, Human, Hurt, I, In, Intersection, Join, Jump, Kaldar, Kill, Kiss, Large, Lightning, Listen, Look, Love, Mage, Magic, Male, Man, Me, Mountain, Mud, Necromancer, Nine, No, None, North, Northeast, Northwest, One, Out, Paladin, Path, Poison, Pour, Prydaen, Quiet, Raccoon, Rain, Rakash, Ranger, River, Run, Skramur, Scout, Search, Seven, Six, Skin, Sleep, Small, Smell, Snipe, Snow, South, Southeast, Southwest, Spear, Spell, Spouse, Stalk, Stand, Stop, Swim, Sword, Talk, Teach, Ten, Tend, Thief, Think, Three, Thrown, Tired, Together, Touch, Track, Trader, Trail, Trap, Tree, Twit, Two, Up, Voice, Walk, Wall, War, Water, Weapon, West, What, Wind, Wolf, Woman, Yes, Zero, and Zombie.
---
NaOH+HI
Re: [Notification] Ranger Dev 2016 on 03/10/2016 06:06 PM CST
Re: [Notification] Ranger Dev 2016 on 03/20/2016 09:44 AM CDT
Re: [Notification] Ranger Dev 2016 on 03/20/2016 12:40 PM CDT
I have plans, but because they're not proposed or approved, I'm hesitant to post them, as traditionally, if anyone farts in the direction of companions without the first two, THINGS happen and nothing gets released, which leaves everyone else annoyed for months to years about what's going on.
Ideally, by the time I'm ready to start a second or third companion-based project, we'll have a finished core pet system that I can draw from and then companions will change rather drastically and become way cooler and useful with more types easily supported. The last I understood, large portions are complete, but two different people tried doing two different things with the system and it's in flux.
That's about as transparent as I can be on it.
---
NaOH+HI
Ideally, by the time I'm ready to start a second or third companion-based project, we'll have a finished core pet system that I can draw from and then companions will change rather drastically and become way cooler and useful with more types easily supported. The last I understood, large portions are complete, but two different people tried doing two different things with the system and it's in flux.
That's about as transparent as I can be on it.
---
NaOH+HI
Re: [Notification] Ranger Dev 2016 on 03/21/2016 08:25 PM CDT
Re: [Notification] Ranger Dev 2016 on 03/22/2016 03:32 PM CDT
<companion ideas and development>
Question: What do you mean by having old companions tapped? Randomized?
Also, guess this will be the last of the Lucky line, since with no loss, Lucky the 14th will be immortal.
I have grown to love salt water. ::hugs and smooches Salty::
Zinaca and her young wolf, Lucky
Question: What do you mean by having old companions tapped? Randomized?
Also, guess this will be the last of the Lucky line, since with no loss, Lucky the 14th will be immortal.
I have grown to love salt water. ::hugs and smooches Salty::
Zinaca and her young wolf, Lucky
Re: [Notification] Ranger Dev 2016 on 03/22/2016 04:02 PM CDT
Re: [Notification] Ranger Dev 2016 on 03/22/2016 06:05 PM CDT
Hopefully companions get a random wilderness smell too. <-not joking
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
Re: [Notification] Ranger Dev 2016 on 03/22/2016 07:17 PM CDT
Re: [Notification] Ranger Dev 2016 on 03/22/2016 08:19 PM CDT
Olfactory senses are the most memory evoking of the 5 senses.
Currently a companion has no smell. Animals should smell.:
>smell wolf
You sniff at a young wolf.
Bland.
I want to:
>smell raccoon
You sniff at a fuzzy raccoon, and smell the dark musky scent of a male racoon.
You sniff the chubby raccoon, and smell the pungent aroma of a female raccoon.
You sniff at a wet raccoon, and your nose is assaulted by a sharp odor of wet fur.
You sniff at a debonair racoon, and your nostrils take you on an epicurean journey as you breathe in the robust raccoon's aroma.
>smell wolf
You sniff at a young white wolf, narrowly escaping it's snapping jaws!
You sniff at a young notch-eared wolf, and smell the coppery scent of a fresh kill.
You sniff at a young dun wolf, amazed at the joyous freedom it's scent conveys.
You sniff at a young dappled wolf, and your nose feels the call of the wild.
A specific smell is more evocative:
>smell Etherian
You sniff the air, detecting the faint scent of pine needles clinging to Etherian's skin.
>smell Skaen
You sniff at your scales and inhale the faint scent of dry parchment.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
Currently a companion has no smell. Animals should smell.:
>smell wolf
You sniff at a young wolf.
Bland.
I want to:
>smell raccoon
You sniff at a fuzzy raccoon, and smell the dark musky scent of a male racoon.
You sniff the chubby raccoon, and smell the pungent aroma of a female raccoon.
You sniff at a wet raccoon, and your nose is assaulted by a sharp odor of wet fur.
You sniff at a debonair racoon, and your nostrils take you on an epicurean journey as you breathe in the robust raccoon's aroma.
>smell wolf
You sniff at a young white wolf, narrowly escaping it's snapping jaws!
You sniff at a young notch-eared wolf, and smell the coppery scent of a fresh kill.
You sniff at a young dun wolf, amazed at the joyous freedom it's scent conveys.
You sniff at a young dappled wolf, and your nose feels the call of the wild.
A specific smell is more evocative:
>smell Etherian
You sniff the air, detecting the faint scent of pine needles clinging to Etherian's skin.
>smell Skaen
You sniff at your scales and inhale the faint scent of dry parchment.
Vote:
http://www.topmudsites.com/vote-DragonRealms.html
Re: [Notification] Ranger Dev 2016 on 03/22/2016 09:24 PM CDT
Why are we smelling our companions? We're rangers! We live with 'em, keep them in our bedroll on cold nights and yeah we end up smelling like them too. We can decide how we smell via settings, why can't we set our companions smell?
Another question...are you keeping the aging factor in companions? We get a small amount of experience and a nice talk from Kalika (which is rare indeed) when we turn in our senile companions. I would hate to have the aging disappear as I enjoy the accomplishment raising a companion though their life and besides getting a new one afterwards gives me the opportunity to choose a different one and/or decide a new role play dynamic for my new companion (is it a girl/boy? happy/stupid? I think by now some people know I have Lucky and that he's a boy and he's smart but very opinionated...he tells me how I should kill..."bite the neck stupid! Bite it and shake!...geez my ranger is stupid!").
Zinaca and her young wolf, Lucky
Another question...are you keeping the aging factor in companions? We get a small amount of experience and a nice talk from Kalika (which is rare indeed) when we turn in our senile companions. I would hate to have the aging disappear as I enjoy the accomplishment raising a companion though their life and besides getting a new one afterwards gives me the opportunity to choose a different one and/or decide a new role play dynamic for my new companion (is it a girl/boy? happy/stupid? I think by now some people know I have Lucky and that he's a boy and he's smart but very opinionated...he tells me how I should kill..."bite the neck stupid! Bite it and shake!...geez my ranger is stupid!").
Zinaca and her young wolf, Lucky
Re: [Notification] Ranger Dev 2016 on 03/23/2016 11:45 AM CDT
To build upon the idea of smelling companions, perhaps we could use them as a means to communicate with other rangers by marking territory. Or maybe even giving Rangers their own ability to mark territory. The marking mechanic could be extended to increasing spawn in a hunting area, similar to war horns and what not.
- Art
- Art
Re: [Notification] Ranger Dev 2016 on 03/23/2016 11:59 AM CDT
Re: [Notification] Ranger Dev 2016 on 03/23/2016 03:17 PM CDT
Art, I like the idea of doing something to increase spawn like war horns, but I am not gonna squat! Maybe a war yell like some animal...maybe like a raccoon for a tiny increase (you screech and chitter irritably) to yelling like an aggressive bear for major increase?
Zinaca and her young wolf, Lucky
Zinaca and her young wolf, Lucky
Re: [Notification] Ranger Dev 2016 on 03/27/2016 09:02 AM CDT
Any chance we could get an additional function to MON, for the whole becoming a ritual property? Currently, it seems like it's getting fixed in ways that it should have been to begin with, but for the most part is largely the same function, except probably now requiring foci and hundreds of extra mana.
~Van
~Van
Re: [Notification] Ranger Dev 2016 on 03/27/2016 09:21 AM CDT
<<I have plans, but because they're not proposed or approved, I'm hesitant to post them, as traditionally, if anyone farts in the direction of companions without the first two, THINGS happen and nothing gets released, which leaves everyone else annoyed for months to years about what's going on.>>
I'm really glad someone got looking into this, after all these years. Thank you Naohhi. Maybe now we'll start seeing many more ranger/companion teams. Something I think many of us always wanted to do, but were always curbed by all our restrictions and potential loss mechanics.
~Van
I'm really glad someone got looking into this, after all these years. Thank you Naohhi. Maybe now we'll start seeing many more ranger/companion teams. Something I think many of us always wanted to do, but were always curbed by all our restrictions and potential loss mechanics.
~Van