Re: [Audyssey] Alteraeon knock spell

2017-01-12 Thread dark

Hi Devin.

I'd actually always recommend mushZ for alteraeon, even though I'm generally 
in favour of Vipmud for other muds.
Setting it upis no problem, there is no need to connect or mess around with 
ports, even the speech runs pretty instantaniously with most readers


I do know getting mushZ to work with other muds besides alteraeon isn't 
easy, but as it's designed for alteraeon I was myself surprised how quickly 
and easily it worked,.


All the best,

DArk. 



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Re: [Audyssey] Alteraeon knock spell

2017-01-12 Thread dark

Hi Danielle.

Certainly it does.
Alteraeon is a mud, meaning it's a text based real time online game. 
However, there is an extensive client program which gives the game sounds, 
shortcut keys and more.


For more about the game please see
http://audiogames.net/db.php?id=Alter+Aeon

hth.

All the best,

Dark.
- Original Message - 
From: "Danielle Ledet" 

To: "Gamers Discussion list" 
Sent: Thursday, January 12, 2017 11:05 PM
Subject: Re: [Audyssey] Alteraeon knock spell



Does this game work in all Windows versions?

On 1/12/17, Justin Jones  wrote:

That's a fair answer, so far as it goes and I appreciate its honesty,
but that does not change my overall opinion of how you address issues
within Alter Aeon, Dentin.

On 1/12/17, Dennis Towne  wrote:

(Note - replying only to the original post by Dark.  The rest of the
thread is a tarpit I'd rather not be mired in.)

Locks are an obnoxious mechanic that we as builders haven't been happy
with for a long time.  The core issue is that locks are too binary;
you can either unlock them fairly easily, or you'll just plain be
stuck.  For the most part we've been dealing with it by adding keys
and making things easy to pick, but that's a cheesy hack at best.

We've had a couple of proposals for changing locks over the years,
we're just not sure if those proposals would actually fix the
problems.  It also just hasn't been very high priority; there are
plenty of issues and problems we do know how to easily fix that we
could work on instead. That's not a great answer, but that's why this
is still in a state where we're not happy with it.

Ultimately, we want a setup where lock difficulty is more consistently
set for the area level, and players are guaranteed to succeed in
opening a lock even if they're completely skill less and don't have
the key.  The skills should be able to reduce the time necessary to
open a lock. Figuring out all the details for this sort of thing is
tedious and irritating.  We'll figure something out eventually, but it
probably won't be until well past the anniversary event.

-dentin

Alter Aeon MUD
http://www.alteraeon.com

On Tue, Jan 10, 2017 at 3:26 AM, dark  wrote:

Hi.

I've been trying to do the drow city close to fort Magnitia, and ran
across a door that was locked.
I tried the knock spell a bunch of times, and despite havig 25 int and
18
dex couldn't get through at all. I've neglected learning lock picking
since as a druid mage I really should be using magic rather than dex,
however it seems that KNock pretty much is just lock picking with a 
mana

cost, which makes it a bit pointless, and also a problem if you don't
have
high dex, indeed I got killed because I ran out of mana on the bloody
door
(that and I didn't have a livoak at the time).

I was therefore wondering if the knock spell could be made a bit more
effective as an alternative tto lock picking given that it costs mana 
to

use. Indeed what might be fun is if the knock spell, instead of simply
replicating the lock picking skill with a spell opened the door in a
different way, for example with the first casting having the mage
concentrate and grasp the tumblers in the lock one by one before 
turning

them, meaning knock would always work, but at an increased mana cost.

Heck necromancers could have a versio where they create a literal
skeleton
key out of harvested bones, which could be more efficient on mana than
the
mage version, but require teeth.

I know the game often has several ways of doing the same thing, for
example the spells candle, crystal light and continual light, but it'd
be
really useful if in this case the spell did a little more than just
replicate  lock pick and so could be a bit more useful to none thieves.

All the best,

Dark.
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Re: [Audyssey] Calling all Gamers.

2017-01-12 Thread Tobias Vinteus

Hi,
Have people tried contactign the developers themselves or high-ranking 
community members or even the CEO, rather than going through the customer 
service?


If even that woudl fail, I'd say legal measures are in order.

Thanks,
Tobias


On Thu, 12 Jan 2017, Ron Kolesar wrote:


Please read the letter that is down below and help us to force the united 
States based company Valve corporation who are the owners and the designers of 
the online gaming world known as STEAM accessible for we who use a screen 
reader and for blind gamers everywhere.
Valve Corp, will not return phone calls. 
When you call you receive a answering machine and they say that they’ll get back in touch with you, but they never do. 
Also, they do not also not return e-mail letters as well. 
We the blind have attempted to advise them on how they  could make the steam site and access to the programs for both free and for purchase blind accessible. 
But they don’t want to hear us. 
We have petitions out on the internet. 
If you do a search on something like. 
(petitions on how to make steam more accessible for the blind)
You’ll see several petitions. 
I think the one petition on change.org has been closed out. 
But you’ll see comments from both blind and sighted supporters a like expressing why steam should be more accessible for we who would like to continue playing our favorite games and simulators. 
Now, here’s a more detailed letter with a couple of links that you also might want to take a look at as well. 
Any blind lawyers on this list who are gamers. 
We might want to share this with a few ADA lawyers. 
I’ve already have done that. 
So many thanks for the support. 
Now, here’s the letter with the links that you’ll also want to take a look at as well. 
Thanks for your support. 
Ron

Calling all gamers.
Please help by spreading the word about the following. 
We have to make the Valve Corporation here in the United States, the owner and designer of the new online gaming world STEAM to become blind friendly. 
When you call them, you just receive a answering machine and they do not get back to you. 
They also do not return e-mail letters as well. 
Here’s two links that might helps us to force STEAM to become blind accessible at long long last. 
Now here’s the links.

The steam accessibility guidelines are here:
http://www.interactiveaccessibility.com/news/new-requirements-video-games-fall#.WHgVFRiZPnB
Any violation of these guidelines will encure a fine of I think 1 million 
dollars and a 6 month suspension and investigation via the FCC.

The legal guidelines are also here.
https://www.paciellogroup.com/blog/2014/04/cvaa-fostering-innovation-change/

Fines will also apply if valve does not follow these. By the way the dead line 
I think is this year.

They are working on the chat being more accessible but for some reason they are 
not applying the accessibility hooks and elements into other parts of the 
program.
block quote

block quote end
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[Audyssey] Calling all Gamers.

2017-01-12 Thread Ron Kolesar
Please read the letter that is down below and help us to force the united 
States based company Valve corporation who are the owners and the designers of 
the online gaming world known as STEAM accessible for we who use a screen 
reader and for blind gamers everywhere.
Valve Corp, will not return phone calls. 
When you call you receive a answering machine and they say that they’ll get 
back in touch with you, but they never do. 
Also, they do not also not return e-mail letters as well. 
We the blind have attempted to advise them on how they  could make the steam 
site and access to the programs for both free and for purchase blind 
accessible. 
But they don’t want to hear us. 
We have petitions out on the internet. 
If you do a search on something like. 
(petitions on how to make steam more accessible for the blind)
You’ll see several petitions. 
I think the one petition on change.org has been closed out. 
But you’ll see comments from both blind and sighted supporters a like 
expressing why steam should be more accessible for we who would like to 
continue playing our favorite games and simulators. 
Now, here’s a more detailed letter with a couple of links that you also might 
want to take a look at as well. 
Any blind lawyers on this list who are gamers. 
We might want to share this with a few ADA lawyers. 
I’ve already have done that. 
So many thanks for the support. 
Now, here’s the letter with the links that you’ll also want to take a look at 
as well. 
Thanks for your support. 
Ron
Calling all gamers.
Please help by spreading the word about the following. 
We have to make the Valve Corporation here in the United States, the owner and 
designer of the new online gaming world STEAM to become blind friendly. 
When you call them, you just receive a answering machine and they do not get 
back to you. 
They also do not return e-mail letters as well. 
Here’s two links that might helps us to force STEAM to become blind accessible 
at long long last. 
Now here’s the links.
The steam accessibility guidelines are here:
http://www.interactiveaccessibility.com/news/new-requirements-video-games-fall#.WHgVFRiZPnB
Any violation of these guidelines will encure a fine of I think 1 million 
dollars and a 6 month suspension and investigation via the FCC.

The legal guidelines are also here.
https://www.paciellogroup.com/blog/2014/04/cvaa-fostering-innovation-change/

Fines will also apply if valve does not follow these. By the way the dead line 
I think is this year.

They are working on the chat being more accessible but for some reason they are 
not applying the accessibility hooks and elements into other parts of the 
program.
block quote

block quote end
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Re: [Audyssey] Alteraeon knock spell

2017-01-12 Thread Devin Prater
Well, this game is an online one, so you need something, called a client, 
to connect to it. In this case, you need a MUD client to connect to 
Alteraeon. There are two main contenders for this space, Mush-Z and VIP 
MUD. MUSH-Z is a little less newbie friendly, but has way better sounds. 
VIP MUD might be better for total newbs about the art of mudding, that is, 
playing these particular online games, but VIP MUD has less sounds, whereas 
Mush-z has almost sinimatic sounds. Also, they both work on Windows XP or 
better.


Sent with AquaMail for Android
http://www.aqua-mail.com


On January 12, 2017 5:07:33 PM Danielle Ledet  wrote:


Does this game work in all Windows versions?

On 1/12/17, Justin Jones  wrote:

That's a fair answer, so far as it goes and I appreciate its honesty,
but that does not change my overall opinion of how you address issues
within Alter Aeon, Dentin.

On 1/12/17, Dennis Towne  wrote:

(Note - replying only to the original post by Dark.  The rest of the
thread is a tarpit I'd rather not be mired in.)

Locks are an obnoxious mechanic that we as builders haven't been happy
with for a long time.  The core issue is that locks are too binary;
you can either unlock them fairly easily, or you'll just plain be
stuck.  For the most part we've been dealing with it by adding keys
and making things easy to pick, but that's a cheesy hack at best.

We've had a couple of proposals for changing locks over the years,
we're just not sure if those proposals would actually fix the
problems.  It also just hasn't been very high priority; there are
plenty of issues and problems we do know how to easily fix that we
could work on instead. That's not a great answer, but that's why this
is still in a state where we're not happy with it.

Ultimately, we want a setup where lock difficulty is more consistently
set for the area level, and players are guaranteed to succeed in
opening a lock even if they're completely skill less and don't have
the key.  The skills should be able to reduce the time necessary to
open a lock. Figuring out all the details for this sort of thing is
tedious and irritating.  We'll figure something out eventually, but it
probably won't be until well past the anniversary event.

-dentin

Alter Aeon MUD
http://www.alteraeon.com

On Tue, Jan 10, 2017 at 3:26 AM, dark  wrote:

Hi.

I've been trying to do the drow city close to fort Magnitia, and ran
across a door that was locked.
I tried the knock spell a bunch of times, and despite havig 25 int and
18
dex couldn't get through at all. I've neglected learning lock picking
since as a druid mage I really should be using magic rather than dex,
however it seems that KNock pretty much is just lock picking with a mana
cost, which makes it a bit pointless, and also a problem if you don't
have
high dex, indeed I got killed because I ran out of mana on the bloody
door
(that and I didn't have a livoak at the time).

I was therefore wondering if the knock spell could be made a bit more
effective as an alternative tto lock picking given that it costs mana to
use. Indeed what might be fun is if the knock spell, instead of simply
replicating the lock picking skill with a spell opened the door in a
different way, for example with the first casting having the mage
concentrate and grasp the tumblers in the lock one by one before turning
them, meaning knock would always work, but at an increased mana cost.

Heck necromancers could have a versio where they create a literal
skeleton
key out of harvested bones, which could be more efficient on mana than
the
mage version, but require teeth.

I know the game often has several ways of doing the same thing, for
example the spells candle, crystal light and continual light, but it'd
be
really useful if in this case the spell did a little more than just
replicate  lock pick and so could be a bit more useful to none thieves.

All the best,

Dark.
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Re: [Audyssey] Alteraeon knock spell

2017-01-12 Thread Danielle Ledet
Does this game work in all Windows versions?

On 1/12/17, Justin Jones  wrote:
> That's a fair answer, so far as it goes and I appreciate its honesty,
> but that does not change my overall opinion of how you address issues
> within Alter Aeon, Dentin.
>
> On 1/12/17, Dennis Towne  wrote:
>> (Note - replying only to the original post by Dark.  The rest of the
>> thread is a tarpit I'd rather not be mired in.)
>>
>> Locks are an obnoxious mechanic that we as builders haven't been happy
>> with for a long time.  The core issue is that locks are too binary;
>> you can either unlock them fairly easily, or you'll just plain be
>> stuck.  For the most part we've been dealing with it by adding keys
>> and making things easy to pick, but that's a cheesy hack at best.
>>
>> We've had a couple of proposals for changing locks over the years,
>> we're just not sure if those proposals would actually fix the
>> problems.  It also just hasn't been very high priority; there are
>> plenty of issues and problems we do know how to easily fix that we
>> could work on instead. That's not a great answer, but that's why this
>> is still in a state where we're not happy with it.
>>
>> Ultimately, we want a setup where lock difficulty is more consistently
>> set for the area level, and players are guaranteed to succeed in
>> opening a lock even if they're completely skill less and don't have
>> the key.  The skills should be able to reduce the time necessary to
>> open a lock. Figuring out all the details for this sort of thing is
>> tedious and irritating.  We'll figure something out eventually, but it
>> probably won't be until well past the anniversary event.
>>
>> -dentin
>>
>> Alter Aeon MUD
>> http://www.alteraeon.com
>>
>> On Tue, Jan 10, 2017 at 3:26 AM, dark  wrote:
>>> Hi.
>>>
>>> I've been trying to do the drow city close to fort Magnitia, and ran
>>> across a door that was locked.
>>> I tried the knock spell a bunch of times, and despite havig 25 int and
>>> 18
>>> dex couldn't get through at all. I've neglected learning lock picking
>>> since as a druid mage I really should be using magic rather than dex,
>>> however it seems that KNock pretty much is just lock picking with a mana
>>> cost, which makes it a bit pointless, and also a problem if you don't
>>> have
>>> high dex, indeed I got killed because I ran out of mana on the bloody
>>> door
>>> (that and I didn't have a livoak at the time).
>>>
>>> I was therefore wondering if the knock spell could be made a bit more
>>> effective as an alternative tto lock picking given that it costs mana to
>>> use. Indeed what might be fun is if the knock spell, instead of simply
>>> replicating the lock picking skill with a spell opened the door in a
>>> different way, for example with the first casting having the mage
>>> concentrate and grasp the tumblers in the lock one by one before turning
>>> them, meaning knock would always work, but at an increased mana cost.
>>>
>>> Heck necromancers could have a versio where they create a literal
>>> skeleton
>>> key out of harvested bones, which could be more efficient on mana than
>>> the
>>> mage version, but require teeth.
>>>
>>> I know the game often has several ways of doing the same thing, for
>>> example the spells candle, crystal light and continual light, but it'd
>>> be
>>> really useful if in this case the spell did a little more than just
>>> replicate  lock pick and so could be a bit more useful to none thieves.
>>>
>>> All the best,
>>>
>>> Dark.
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gamers@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>
>> ---
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>> gamers-unsubscr...@audyssey.org.
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>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
>
> --
> Justin M. Jones, M.A.
> atreides...@gmail.com
> (254) 624-9155
> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>
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> All messages are 

[Audyssey] Dreamy Train

2017-01-12 Thread Jordan Gallacher
Is there anyone out there who has gotten Dreamy Train to work on Windows 10?  
It installs fine, and opens fine, but after I get through all the dialoge boxes 
and have made sure NVDA is set as the screen reader and hit enter, the next 
screen I get ends up just saying Dreamy Train Right Arrow.  Am I missing 
something?
Jordan

Sent from my iPhone
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[Audyssey] Reply to Dentin re locks

2017-01-12 Thread dark

Hi Dentin.

I would  certainly like to see this fixed, indeed I quite enjoy finding keys 
to areas in dungeons myself since it always feels like further exploring.


I  would have agreed the issue wasn't that serious until it actually got me 
killed through lack of mana,  though in fairness part of the 
respponsability for the death was mine since I was recharging my suncatchers 
at the time and both of my really good animal minians had been killed, thus 
I was relatively defenseless.


i'm glad the larger issue is being dealt with by the builders, but for the 
smaller matter, perhaps you could consider  adding a key to that door in the 
drow city under fort magneatia?


it was the steel door up the north east passage once you'd gone west after 
getting onto the scorched streets.


All the best,

Dark. 



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Re: [Audyssey] Alteraeon knock spell

2017-01-12 Thread Justin Jones
That's a fair answer, so far as it goes and I appreciate its honesty,
but that does not change my overall opinion of how you address issues
within Alter Aeon, Dentin.

On 1/12/17, Dennis Towne  wrote:
> (Note - replying only to the original post by Dark.  The rest of the
> thread is a tarpit I'd rather not be mired in.)
>
> Locks are an obnoxious mechanic that we as builders haven't been happy
> with for a long time.  The core issue is that locks are too binary;
> you can either unlock them fairly easily, or you'll just plain be
> stuck.  For the most part we've been dealing with it by adding keys
> and making things easy to pick, but that's a cheesy hack at best.
>
> We've had a couple of proposals for changing locks over the years,
> we're just not sure if those proposals would actually fix the
> problems.  It also just hasn't been very high priority; there are
> plenty of issues and problems we do know how to easily fix that we
> could work on instead. That's not a great answer, but that's why this
> is still in a state where we're not happy with it.
>
> Ultimately, we want a setup where lock difficulty is more consistently
> set for the area level, and players are guaranteed to succeed in
> opening a lock even if they're completely skill less and don't have
> the key.  The skills should be able to reduce the time necessary to
> open a lock. Figuring out all the details for this sort of thing is
> tedious and irritating.  We'll figure something out eventually, but it
> probably won't be until well past the anniversary event.
>
> -dentin
>
> Alter Aeon MUD
> http://www.alteraeon.com
>
> On Tue, Jan 10, 2017 at 3:26 AM, dark  wrote:
>> Hi.
>>
>> I've been trying to do the drow city close to fort Magnitia, and ran
>> across a door that was locked.
>> I tried the knock spell a bunch of times, and despite havig 25 int and 18
>> dex couldn't get through at all. I've neglected learning lock picking
>> since as a druid mage I really should be using magic rather than dex,
>> however it seems that KNock pretty much is just lock picking with a mana
>> cost, which makes it a bit pointless, and also a problem if you don't have
>> high dex, indeed I got killed because I ran out of mana on the bloody door
>> (that and I didn't have a livoak at the time).
>>
>> I was therefore wondering if the knock spell could be made a bit more
>> effective as an alternative tto lock picking given that it costs mana to
>> use. Indeed what might be fun is if the knock spell, instead of simply
>> replicating the lock picking skill with a spell opened the door in a
>> different way, for example with the first casting having the mage
>> concentrate and grasp the tumblers in the lock one by one before turning
>> them, meaning knock would always work, but at an increased mana cost.
>>
>> Heck necromancers could have a versio where they create a literal skeleton
>> key out of harvested bones, which could be more efficient on mana than the
>> mage version, but require teeth.
>>
>> I know the game often has several ways of doing the same thing, for
>> example the spells candle, crystal light and continual light, but it'd be
>> really useful if in this case the spell did a little more than just
>> replicate  lock pick and so could be a bit more useful to none thieves.
>>
>> All the best,
>>
>> Dark.
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
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>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> please send E-mail to gamers-ow...@audyssey.org.
>
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-- 
Justin M. Jones, M.A.
atreides...@gmail.com
(254) 624-9155
701 Ewing St. #509-C, Ft. Wayne IN, 46802

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Re: [Audyssey] Alteraeon knock spell

2017-01-12 Thread Dennis Towne
(Note - replying only to the original post by Dark.  The rest of the
thread is a tarpit I'd rather not be mired in.)

Locks are an obnoxious mechanic that we as builders haven't been happy
with for a long time.  The core issue is that locks are too binary;
you can either unlock them fairly easily, or you'll just plain be
stuck.  For the most part we've been dealing with it by adding keys
and making things easy to pick, but that's a cheesy hack at best.

We've had a couple of proposals for changing locks over the years,
we're just not sure if those proposals would actually fix the
problems.  It also just hasn't been very high priority; there are
plenty of issues and problems we do know how to easily fix that we
could work on instead. That's not a great answer, but that's why this
is still in a state where we're not happy with it.

Ultimately, we want a setup where lock difficulty is more consistently
set for the area level, and players are guaranteed to succeed in
opening a lock even if they're completely skill less and don't have
the key.  The skills should be able to reduce the time necessary to
open a lock. Figuring out all the details for this sort of thing is
tedious and irritating.  We'll figure something out eventually, but it
probably won't be until well past the anniversary event.

-dentin

Alter Aeon MUD
http://www.alteraeon.com

On Tue, Jan 10, 2017 at 3:26 AM, dark  wrote:
> Hi.
>
> I've been trying to do the drow city close to fort Magnitia, and ran across a 
> door that was locked.
> I tried the knock spell a bunch of times, and despite havig 25 int and 18 dex 
> couldn't get through at all. I've neglected learning lock picking since as a 
> druid mage I really should be using magic rather than dex, however it seems 
> that KNock pretty much is just lock picking with a mana cost, which makes it 
> a bit pointless, and also a problem if you don't have high dex, indeed I got 
> killed because I ran out of mana on the bloody door (that and I didn't have a 
> livoak at the time).
>
> I was therefore wondering if the knock spell could be made a bit more 
> effective as an alternative tto lock picking given that it costs mana to use. 
> Indeed what might be fun is if the knock spell, instead of simply replicating 
> the lock picking skill with a spell opened the door in a different way, for 
> example with the first casting having the mage concentrate and grasp the 
> tumblers in the lock one by one before turning them, meaning knock would 
> always work, but at an increased mana cost.
>
> Heck necromancers could have a versio where they create a literal skeleton 
> key out of harvested bones, which could be more efficient on mana than the 
> mage version, but require teeth.
>
> I know the game often has several ways of doing the same thing, for example 
> the spells candle, crystal light and continual light, but it'd be really 
> useful if in this case the spell did a little more than just replicate  lock 
> pick and so could be a bit more useful to none thieves.
>
> All the best,
>
> Dark.
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.

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Re: [Audyssey] Alteraeon knock spell

2017-01-12 Thread Justin Jones
Oh, I see how this goes: I should just keep my mouth shut and be
greatful for having an accessible MMORPG? This is what I am getting
out of that last post. Well, whatever; do/believe as you like; I'm
done here.

On 1/12/17, Keith S  wrote:
> but you are not a builder or admin on the game, so if you are going to sit
> back and criticize the game admins, then you might as well ring your hands
> and play the game as is.  sure, opinions are nice and all, but come on.
>   - Original Message -
>   From: Justin Jones
>   To: Gamers Discussion list
>   Sent: Wednesday, January 11, 2017 4:54 PM
>   Subject: Re: [Audyssey] Alteraeon knock spell
>
>
>   You know, you really oughtn't to make assumptions as to what I have,
>   or have not, done. Based on that last post, you are operating under
>   the assumption that I have not made any attempt at communicating Alter
>   Aeon's issues to Dentin. Guess what, I have, on numerous occasions. Do
>   you know what happened? Do you know what I was told? To put it
>   politely, I was told where to get off, and in most instances, in very
>   direct language. That was if they were feeling polite, in many other
>   instances, I was called a troll and much worse. So I think you need to
>   get off your high horse and stop making assumptions.
>
>   As for my years of experience as a gamer, it is what makes me right. I
>   have seen multiple game systems and see what works (and sometimes,
>   what does not). There is a reason things are done a certain way and
>   not simply because it has always been done in that manner.
>
>   As an aside, I had a look at the latest edition of the Dungeons and
>   Dragons rules and at the Knock spell. Guess what? it works as it has
>   ever done.
>
>   On 1/11/17, Keith S  wrote:
>   > then type the word idea and then make the statement regarding the knock
>   > spell.
>   >
>   > As for you having so much experience as a gamer, perhaps you could
> become a
>   > builder and make changes to the game yourself.  I played toril and
>   > cyberassault and they both had their issues and I didn't put my nose in
> the
>   > air and tout my 29 years of gaming experience in the pen and paper RPG
>   > world.
>   >
>   > Keith
>   >   - Original Message -
>   >   From: Justin Jones
>   >   To: Gamers Discussion list
>   >   Sent: Wednesday, January 11, 2017 11:13 AM
>   >   Subject: Re: [Audyssey] Alteraeon knock spell
>   >
>   >
>   >   Or maybe you ought to stop defending poor design and balance choices,
>   >   especially because you know it is precisely that.
>   >
>   >   In the meantime, I have no intention of quitting Alter Aeon. I look on
>   >   my role as an educator, a person who, with my over thirty-years of
>   >   gaming experience, can point out the flaws in the game. Not because I
>   >   wish to troll or grief, but because I am hoping that if enough of us
>   >   are heard, that Dentin and the rest will stop listening to the tiny
>   >   clique of sicophants they surround themselves with and actually turn a
>   >   good game (Alter Aeon's current state) into a great game.
>   >
>   >   On 1/11/17, Keith S  wrote:
>   >   > then stop playing alteraeon if you don't have faith in the admins
> and
>   >   > builders
>   >   >   - Original Message -
>   >   >   From: Justin Jones
>   >   >   To: Gamers Discussion list
>   >   >   Sent: Wednesday, January 11, 2017 9:54 AM
>   >   >   Subject: Re: [Audyssey] Alteraeon knock spell
>   >   >
>   >   >
>   >   >   I do not have confidence in Dentin and the rest, vis-à-vis
> development
>   >   >   and balance. They have proven, time and time again that they have
> no
>   >   >   clue what they are doing.
>   >   >
>   >   >   For instance: the leatherworking skill. Great idea in concept;
> create
>   >   >   items and carve on them, perhaps for personal use or for sale to
> other
>   >   >   players. There is only one serious difficulty: the items in
> question
>   >   >   bind to your character. If you check the help file (and I just did
> to
>   >   >   verify this) there is no indication that when you use
> leatherworking
>   >   >   that the item will bind to that character. Had I known this from
> the
>   >   >   start, I would not have wasted the pracs on the skinning and
>   >   >   leatherworking skills.
>   >   >
>   >   >   Also, arguing that no one would take pick locks if Knock worked as
> it
>   >   >   ought is faulty logic.
>   >   >
>   >   >   On 1/11/17, dark  wrote:
>   >   >   > Well from what I've seen thus far, knock and picklock are about
> the
>   > same
>   >   > in
>   >   >   >
>   >   >   > terms of the doors they can open, it's just the mechanics that
> are
>   >   >   > different, or to put it another way, I've never encountered a
> door
>   > that
>   >   > can
>   >   >   >
>   >   >   > be picked but can't be knock spelled or visa versa, though there
>