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Glowing? Humming?


WagesofSin

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Its a pity you cannot pick glowing/humming objects while blinded.

As you can with Cure blindness potions.

If you are blind, you’re not going to be able to see a glowing object because you’re blind – though if it was humming, that would be interesting if you could see it whilst blind.

I think the reason cure blind potions are the exception to this is simply for balance, as any class that cannot commune to cure blind would be absolutely dominated by classes that can blind.

Dey

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My thought is:

You shouldn't be able to hide or camo while wearing anything glowing. Inventory items should not affect hide or camo.

You should not be able to sneak or quiet move while wearing anything humming. Even if it is a racial skill. Again, inventory items would not negate the sneak or quiet movement.

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My thought is:

You shouldn't be able to hide or camo while wearing anything glowing. Inventory items should not affect hide or camo.

You should not be able to sneak or quiet move while wearing anything humming. Even if it is a racial skill. Again, inventory items would not negate the sneak or quiet movement.

Thats the worst thing that could ever happen to balance. any rogue class wouldnt have access to the top tiers of armor if that were the case.

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'eh. then you could make a thief/ninja/ ranger skill called muffle or something that negates it.

whats the point then?

glowing makes all classes who can hide, unable...

then you give them a skill to negate it...

all that does is over complicate stuff and further raise the learning curve, with no additional gain to the mud. Thanks for the idea, but there are other ways to impact the mud without making players to do un-necessicary stuff like this.

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I'm not sure how this becomes a balance issue.

I had feeling that some would complain because some special piece of equipment they wanted would be glowing.

all that does is over complicate stuff and further raise the learning curve, with no additional gain to the mud. Thanks for the idea, but there are other ways to impact the mud without making players to do un-necessicary stuff like this.

Yes, by all means, lets sacrifice realism and believability for the sake of a learning curve. I would think the battle tactics of any given class are more of a learning curve than removing glowing items so you can hide. I don't see how hard it is to type "blackjack" and then "wear all".

Grey

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Try that when you miss the blackjack..Your dead in Blackjack lag.

But as this is a PK mud as well as a RP mud, sometimes features like this have to take a backseat to playability, as the classes need to remain balanced. A better way of keeping the realism you seek with playability would be to change the flag, rather than glowing, have it just "empowered" or something.

Basically what I'm saying is if you want to change something for the sake of the realism, change the asthetics of it, not the mechanics, as the mechanics are carefully worked to maintain balance.

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Ok, I can see there are too many people concerned about the affects of the item, more than the issue of, perhaps the item doesn't need to glow in the first place, or that maybe, enchanted items done by the spell shouldn't be worn by rogues.

Honestly, it is a moot issue with me, I just like to see how many people would get upset about the idea.

Although, I do truly believe that you shouldn't be able to hide or camo while wearing a light source. Being able to do that goes beyond reasonable play.

How about changing (humming) to (vibrating). And then making certain items that hum, negate sneaking.

It just seems to me that as the players evolve and grow, so the mud should do the same. Recently we had some much needed and appreciated changes. The case of not being able to determine if a hidden class (hide, camo, invis) was present if you could not detect them to start with. I think the glowing, humming issue falls into those lines. It is time to evolve.

Now, it might mean this evolvement may take a drastic overhaul of items within the game, and it could take lots of man hours to accomplish. Don't discount the idea because realism upsets your Uberness. Maybe the rogue classes need to be gimped for awhile while the change is tested and refined.

I happen to enjoy a bit of realism in my games. I understand that there are certain aspects that cannot be accomplished and that some realism won't ever be put in. I'd like to see wear levels and weather that actually affected the character. There are many things that I would add and work over without losing the essence of the game. And when I get some more free time, I'll start doing that.

For now though, I'm content with the way it is. I'm just throwing things out there to see what transpires.

Grey

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Realism can only go so far. It's not very realistic for a stone giant ranger (we've had one) or even a normal ogre ranger to camouflage where there's only a few tiny bushes around.

It's not very realistic for a thief to be able to hide where there is just road without buildings.

A tiny thing like a faery wielding a 6 foot staff?

Anyone fitting on a seashell ring as a boat?

Anyone carrying around all the stuff we usually do + a boat + several backpacks/sacks/bags, etc?

We could go on and on here. Some realism has to be sacrificed for playability.

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It's not very realistic to go pick up a hooker' date=' kill her, get your money back, and then go drive your tank into a body shop so that the cops don't find you. But that is a video game, and this is a video game; things don't have to be realistic.[/quote']

Sounds like my average Sunday afternoon...

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