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PostPosted: Thu Dec 06, 2007 7:08 pm 
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I, and several others I'm sure, would really appreciate the ability to send more than one type of item per message.

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PostPosted: Thu Dec 06, 2007 8:27 pm 
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I would, too. Unfortunately, that's low-ish on the list of priorities, as it's a "it would be nice" instead of a "the game's kinda broken here". I'll definitely get to it, but not so soon, probably.


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PostPosted: Sat Dec 08, 2007 9:56 pm 
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What is the justification in spending a turn by patrolling at the bay without being able to breath there?

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PostPosted: Sat Dec 08, 2007 10:09 pm 
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Location: the Conservatory with the lead pipe
Because you're swimming around on the surface, seeing if you can find anything. After about five minutes, you give up.

Just like it says.

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PostPosted: Sat Dec 08, 2007 10:27 pm 
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Eh. Just a little annoying to spend all of your turns doing that and not realize it. Oh well, my fault really.

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PostPosted: Sun Dec 09, 2007 10:34 am 
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Hm. That was coded back before I had a way of keeping combat from consuming a turn. I should probably change it so that it doesn't take turns. I'm tempted to ask--but you don't have to answer this--how many turns you spent playing at the beach.


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PostPosted: Sun Dec 09, 2007 10:55 am 
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It was a lot :P


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PostPosted: Sun Dec 09, 2007 9:58 pm 
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One rollover + 4 fancy latte's worth... It was a lot.

Don't ask how I didn't notice. You probably already know. Hence the bit about it mainly being user error.

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 Post subject:
PostPosted: Sun Dec 09, 2007 10:27 pm 
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Location: the Conservatory with the lead pipe
Hmm... that's what? 5 hours? Roughly 66 turns?

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 Post subject:
PostPosted: Mon Dec 10, 2007 10:01 pm 
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Yeah, ryme, I just wasted 12 hours doing the same thing >_<


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PostPosted: Sun Dec 16, 2007 12:10 am 
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Could whatever vehicle you have 'equipped' at the moment not show up n the sell things menu?


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PostPosted: Sun Dec 16, 2007 12:25 am 
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I'm almost positive that it doesn't. You will see any extras in the sell things screen, if you have multiples. But right now I have 4 skateboards, 1 equipped, and I can only sell 3 of them.


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PostPosted: Sun Dec 16, 2007 1:04 am 
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Oops, my mistake. I had a second Magic truck vehicle from before you reset the quest flags.
'pollogies mate.


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PostPosted: Sun Dec 16, 2007 12:29 pm 
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if you need any guine pigs i would be glad to coplety screw up my acount


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PostPosted: Sun Dec 23, 2007 4:09 pm 
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I can't remember if this was mentioned. Multi-use of items?


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PostPosted: Sun Dec 23, 2007 8:11 pm 
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Also, if it hadn't been mentioned, multi combine?

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PostPosted: Mon Dec 24, 2007 7:48 am 
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Multi send?
:o

That one probably was mentioned, though.

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PostPosted: Mon Dec 24, 2007 5:54 pm 
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It was indeed Neo. On this page, in fact:


Ryme wrote:
I would, too. Unfortunately, that's low-ish on the list of priorities, as it's a "it would be nice" instead of a "the game's kinda broken here". I'll definitely get to it, but not so soon, probably.

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 Post subject:
PostPosted: Mon Dec 24, 2007 6:19 pm 
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I had fuzzily remembered that.

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 Post subject:
PostPosted: Tue Dec 25, 2007 2:45 pm 
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Multi Weld?
Not quite as useful, but also not to be overlooked.

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 Post subject:
PostPosted: Tue Jan 08, 2008 3:35 pm 
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Sorry, but it was doubtful anyone would notice this if I didn't double-post, as I wrote that last message a few weeks ago...

/ignore please. As soon as possible.

PLEASE.

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 Post subject:
PostPosted: Tue Jan 08, 2008 4:13 pm 
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Double posts in such situations are perfectly fine.

/ignore is ... complicated. I started trying to do /listen, which I thought would be relatively simple, and got stuck, and /ignore is more expansive than that.

I'll do it eventually, but I strongly recommend exercising your own personal /ignore command that exists inside your head. It's good for you. It builds character.


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 Post subject:
PostPosted: Tue Jan 08, 2008 7:44 pm 
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Have you thought about asking Jick for advice? Or is that not an option?

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 Post subject:
PostPosted: Tue Jan 08, 2008 7:53 pm 
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He's already helped a ton with his suggestions over the past year. I try to save "help help!" questions for really serious issues, like emergencies. Besides, I'll get it eventually.


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PostPosted: Sun Jan 13, 2008 4:49 pm 
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How 'bout a way to see how many S.U.I.T. points you have? I keep wishing I could check to see how close I am to leaderboard-goodness.
Also, a merit badge for getting on the leaderboards and one for having a certain amount of S.U.I.T. points. Assuming there isn't one already.

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 Post subject:
PostPosted: Sun Jan 13, 2008 7:27 pm 
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TheK3vin wrote:
How 'bout a way to see how many S.U.I.T. points you have? I keep wishing I could check to see how close I am to leaderboard-goodness.


You and everybody else. Added. If there's other stuff that might be useful to go onto that page, let me know.


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 Post subject:
PostPosted: Tue Jan 15, 2008 4:27 pm 
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I know chat is pretty much last on the list of things you're working on, but could there be an option to print out a timestamp with the message? a checkbox in account settings, perhaps? it'd be much easier to know when chat's dead.

this should probably go hand in hand with a way to stretch out the chat pane, which is already skinny as is.


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 Post subject:
PostPosted: Tue Jan 15, 2008 4:47 pm 
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soleta wrote:
I know chat is pretty much last on the list of things you're working on, but could there be an option to print out a timestamp with the message? a checkbox in account settings, perhaps? it'd be much easier to know when chat's dead.


I'm not sure I really see the value of this request. If you've just logged on, you won't see any messages, so you have to either talk or wait to see if it's dead. And if you're already logged on, you can see by the progression of messages if they're new or old.

The only way in which this is kind of valuable is if you regularly open chat and then walk away for extended periods of time and then don't know if the messages are new-ish or old-ish. However, the tradeoff for that would be a trick that adds roughly 20% or more to the length of an average post and severely clutters the screen during busy times with useless information. (Chat started with a timestamp included, and it got in the way a lot, and seemed to help only very rarely.)


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 Post subject:
PostPosted: Tue Jan 15, 2008 5:10 pm 
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One place you could stick a timestamp is in the 'title' of the user name link. You still can't get away from the extra 20% being sent, but it wouldn't clutter it up any.

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 Post subject:
PostPosted: Tue Jan 15, 2008 5:17 pm 
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Actually, I can see timestamps being really useful when going AFK. If you walk away, and come back ten minutes later, for instance, and someone asked "Is anyone here?", you could know when they asked that. Not EXTREMELY convienient, but I can understand the want for it.

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 Post subject:
PostPosted: Tue Jan 15, 2008 10:19 pm 
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Quote:
(Chat started with a timestamp included, and it got in the way a lot, and seemed to help only very rarely.)


Ah, I see. (I do walk away rather often, and/or for long periods of time, and in other places I depend on timestamp to tell me what I've missed, but, as you say...)

Thanks anyway. :)


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 Post subject: An in game game idea
PostPosted: Fri Jan 18, 2008 9:41 pm 
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ok i have been thinking about in game games something that can occupy the time while waiting for the rollover.
my first idea is a take on a claw game.

It would mimic the combat adventures, but instead of the buttons saying ("attack with your weapon" "use skill" "use item" & "run away"),
they would be labeled ("move claw right" "move claw up" "drop claw" & "walk away") with a 5 counter next to the 2 move claw buttons(diminishes when you press the button).

This would create an area of 5x5 and would act in the way a real claw game would(allowing you to move one way but not another).

Here is how the game plays: you insert 50-100 chips, you are given a hint "You see a tempting item close to, or near the (insert area here)", you click the move claw buttons till you get the square you want to try, and you click the "Drop claw" button, you come up with an item or nothing at all.

the game mechanics: hint area names:bottom left corner, bottom, bottom right corner, right side, top right corner, top, top left corner, left side, & center.
depending on the clue your given,you have an area of 4, 6, or 9 squares to look in. (to maintain randomness)

here is an example of where to look for the "right side" hint:
XXXXX
XXXOO
XXXOO
XXXOO
XXXXX

ok i have explained it all now on for the items it will contain,

first item is
"Hero Doll"
offhand item
auto sale: 150
effect: distracts the enemy after your attack, for your first attack. once per a combat adventure (lets you attack without receiving damage for the first attack)

combat message "you throw your Hero Doll at (monster) (he, she, it) turns around and you pounce on them."

second item is
"Teddy Bear"
offhand item
auto sale: 200
effect: when equipped it will grant you +10-20 HP & +10-20 PP every time you rest

message "you snuggle up with your Teddy Bear and take a satisfying nap."

more items to come at a later time for the claw game.

i had a whole "fair grounds" area idea with a strong man hammer game and adventures with stronger pickpockets, carnies, and others.


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 Post subject:
PostPosted: Fri Jan 18, 2008 11:33 pm 
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I've said this before, and I'll say it again for those who haven't been there in the past.

Extremely specific ideas with details like that have a VERY small chance of being implemented. Although I can't prove this, I'd venture to say it gets to the point where the more detail you put into an idea, the less likely it is to be implemented. Take, for instance, the example Jick used once. A player (can't remember who) suggested since there was already a rolling pin, there should be an unrolling pin. That was it. "Hey Jick there should be an unrolling pin, that would be funny." And Jick made it and said "Well, it would make sense if you could take flat dough and make it a wad of dough again." Now, if that player had said "Hey Jick u shud make an unrolling pin it would be an item you got from the special bakery in the forest you could only unlock by opening up the sekrit passage by finding a map and it would make flat dough into wads of dough," he most likely would've ignored the message entirely. Though we all appreciate the thought put into these ideas, rarely do they get implemented, or even acknowledged. Am I trying to make fun of you? No. Belittle you? Not at all. This is directed towards all of the people who do posts like that- at least 75% of the time those ideas you took an hour to write won't really even be taken into consideration.

Now if you skipped to the end of this message, as most of you will, here's brief summary. Stop posting gigantic ideas about elaborate items and weapon sets and monsters and so on. Because Ryme probably won't agree with every intricate idea and trash the whole thing.

Now for those of you who skipped down to here, here's a briefer summary. Less specific = good for ideas.

*pants*

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 Post subject:
PostPosted: Fri Jan 18, 2008 11:54 pm 
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TheK3vin i talked to ryme in chat before about this idea and he something about obvious reasons it couldn't/wouldn't be implemented.
i was just showing him what could be modified and what it would look like in game
if you really think about it, for a game in TH its fairly simple. its not overly complicated and it still requires luck to win.


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 Post subject:
PostPosted: Sat Jan 19, 2008 10:19 am 
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I like how you just ignored everything K3vin said.

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 Post subject:
PostPosted: Sun Jan 20, 2008 9:11 am 
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I think actively discouraging ideas in a thread titled - Upcoming features and wish list- is pointless and mean. Saying your ideas are too much! Stop that! goes against the whole idea of the thread. Modification or addition to ideas I can see, but outright trying to bully people into shutting up, their ideas are no good and will never go in, is awfully harsh.

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 Post subject:
PostPosted: Sun Jan 20, 2008 9:22 am 
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Ryme wrote:
You and everybody else. Added. If there's other stuff that might be useful to go onto that page, let me know.
Total number of minutes patrolled would be awesome. After hitting level 50 and transmogrifying (I'm CRAZY!) I've got little to help me track my long term progress.


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PostPosted: Sun Jan 20, 2008 1:57 pm 
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Rueby wrote:
I think actively discouraging ideas in a thread titled - Upcoming features and wish list- is pointless and mean. Saying your ideas are too much! Stop that! goes against the whole idea of the thread. Modification or addition to ideas I can see, but outright trying to bully people into shutting up, their ideas are no good and will never go in, is awfully harsh.


I believe you've taken the wrong idea out of my post. I am not, by ANY means, discouraging ideas. Take Mad Hamish's idea for instance, right above this. That's the kind of stuff that goes in this thread. The idea is, those ridiculously long, and specific ideas shouldn't be expected to be implemented, for reasons I've stated previously. So putting them in this thread seems rather pointless. But Hamish's idea? That's realistic, makes sense, and would be helpful and convenient. He didn't say "u shud make a thing that counts how many minutes youve played and it could be at your hideout but to get it ud hav to go to somerset and by the pieces and then u could make it and it would have leadersboards and..." etc.

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 Post subject:
PostPosted: Sun Jan 20, 2008 2:07 pm 
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I don't think it's a bad thing if ideas are specific. Ryme can always modify ideas.

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 Post subject:
PostPosted: Mon Jan 21, 2008 4:49 am 
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I understand k3v's point. Because he's right, most intricate ideas won't be implemented, because Ryme said himself, he feels obligated to provide his own content. Giving a base idea for him to work with is much more likely to be put in if it's good as opposed to something you've worked out all the details on yourself. Not to say that the latter wouldn't ever be considered, but eh.


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