Everyone needs to weaken themselves to remove a weapon, so they gather 2 talismans, 2 oak rings and set a huge alias that gets them from the sack, removes eq, wears the eq, removes the eq, wears the eq and puts the eq back in the sack... It's just spam to watch in game and for your own screen, am I wrong?
My suggestion is to make 1 demon talisman as strong as (2 talismans plus the 2 rings) and make it a rare, this will remove the spam as well as create an item to be fought over ;)
That would be cool to have one do the work of two. But honestly I think melee classes would suffer too much if it were rare. That's one less rare weapon you could carry to switch out to be effective against various classes.
I'm sure thieves would love to be able to pry only one neck piece and plant just a single improved demon talisman on them instead of pussy farting around having to do that twice same process twice.
Is this statement dated?
Is plant still a thing? I've not played a thief in years and no thief has used this tactic on me since I've returned.
Had similar thoughts a while back. This was my post and response.
On 1/28/2017 at 3:34 AM, Fool_Hardy said:
Since the beginning players have had to carry demon talismans around to remove cursed weapons. There are also a plethora of other cursed rare items that can ultimately give a character a bad time when preparing to leave. I personally have had cursed items cause me incredible grief on many occasions. I would like to suggest we create some other avenue for dealing with cursed items. My kneejerk reaction was to suggest a potion of curse remission that allowed characters a 2hr remission affect, this affect means they ignore nodrop and noremove flags. My second suggestion idea was to incorporate ecstasy into the game, when a character eats an ecstasy pill they immediately remove everything and drop everything on the ground preferring to be naked an unencumbered. While this may come across as funny, I do actually think we need this. I hate donning demons with a good character.
On 1/28/2017 at 6:31 AM, Anume said:
Sometimes cursed items are cursed and noremove / nocurse for balance reasons. You have to actually wear them to get the benefit. This is usually the case when a negative side is also part of the item, so the curse hinders the using and then removing of said item.
This means that even though the demons remain troublesome to some, the staff considers it a necessary evil. I trust they know how people would abuse things.
My suggestion is to make 1 demon talisman as strong as (2 talismans plus the 2 rings) and make it a rare, this will remove the spam as well as create an item to be fought over ;)
I will personally never go for such an item as long as the other option exists.
Why would I want to carry a RARE demon talisman?
The pros it offers are nothing compared to its cons.
I will personally never go for such an item as long as the other option exists.
Why would I want to carry a RARE demon talisman?
The pros it offers are nothing compared to its cons.
I always thought the purpose of cursed items was to... curse the user with a pro and a con. The original purpose of the demon talisman was to laugh at the stupid people who put the thing on, now everyone has two, lol.
The point of the thread is to cut down useless spam, ever see someone have to do that sequence 2-3 times in a row because they forgot to unsheathed, or was holding something else?
As to the rarity again though, if everyone wants it and everyone needs it, doesn't that make it extremely valuable? Hell, there are sooo many rares out there that nobody wants, they could be common items and never get used.
So maybe don't make it rare, improve it to the point where you only need the 1 talisman and pop it on a lvl 40 mob.
They were created for training in a world without scarecrows and to remove cursed items. When they were created there were actually 2 different talismans, one cursed, one not. One in the ruins of Thalos (cursed -dex and -str), one in Grand Thalos (not cursed - str only). But none of that happened in Aabahran. Here they have always held a singular purpose.
I got my info from putting it on, then when i asked how to remove it I was laughed at and told only stupid people put on a demon talisman
FL's original code is stolen from AR, which is based on ROM codebase which in turn is based on DikuMUD.
Generally claiming that you know the original purpose of anything that came with the code from AR is like claiming you know the exact reasons for the war in Syria.
I don't claim to know what their original purpose is, but I have been playing this MUD since the year 2000, and since then, they've always been used for one main purpose - dropping norem weapons. I've also used them now and then to stop the slith's "tail attack".
In the end, does it really matter what the original purpose is? They play a big role in balance as it is currently, and changing them just because someone doesn't like reading the fast messages from an alias opens up many balance questions.
I don't claim to know what their original purpose is, but I have been playing this MUD since the year 2000, and since then, they've always been used for one main purpose - dropping norem weapons. I've also used them now and then to stop the slith's "tail attack".
I used to use them in training when playing a giant. That was over a decade ago though.
I have been around the code since before AR'S first dawn. The talismans were created before then. Have to go back to CF or to original code to find their creation.
I was 'joking' about the original purpose because it was a joke played (on me) back when I first mudded, lol ;)
Annnnnd now back to the large amount of spam... The demon talisman is not the topic, it's the 'spam' caused by the use of the talisman that can be cleaned up in 6 seconds of OLC. If nobody cares then nobody cares, I was simply tossing a suggestion out on how to cut down a screen full of get sack garbage, wear sack garbage, remove sack garbage, put sack garbage back in sack, wear different eq :)
CF/AR are definitely NOT derivatives of FL. It is the opposite. First CF then AR then FL.
I'm pretty sure the original purpose of the demon talisman was as a trap. This goes way back to DIKU though, Thalos being the stockiest of stock.
As for spam, the alternative is to give a lag and not require a macro (or talismans, at that point). This makes scripting less important. One way to do it is to change curse from 100% remove fail to remove to something like 80%. You can remove cursed weapons, but you might need to spam remove. Less macro, more reacting to results on screen.
Would also be interesting if you made disarm work against cursed weapons like that too. It lets you have scalable levels of disarming/disarm resistance instead of the current yes/no system. Ironarm would give you a bonus to overcoming a curse for instance. On the flip side, not all curses would be equal either. It is perfectly plausible to have methods to get your standard disarm defense above 100% to require some special disarm to give a chance at all (and thus also making you unable to manually remove it).
Ruins of Thalos was all traps, holes, cursed taliamans, and aggressive mobs. Grand Thalos, no traps, no holes, no aggressive mobs, Talisman not cursed. The funny thing, was the players reactions, they assumed when they saw those of us in the know removing talismans, that we uncursed them. Foolishness. -str helps in training, but -dex really only hindered. There was also a very important to those other worlds item in ruins of Thalos, a golden flute. The flute lowered int greatly, which when holding two reduced int by 12. Casters would loose concentration and learn from their mistakes. But, in Aabahran we only allow bards to learn from their mistakes so this item is useless. So Celerity is right that the -str -dex talisman was a trap. But the biggest danger from it, proved to be an elitist attitude that tirelessly tried to keep the fodder as fodder and the leaders as leaders.
I will not argue foxx's terms for how Aabahran came to be, but what he considers theft, was more like freeing slaves. Yes the master cries theft, but the slaves cry liberation. I will never live down the evil acts of my early mudding career. Absolute power corrupts, and even as a "good" guy, I did things without knowledge that caused the frustrations that lead to the immortals who created this place. How? I was ordered to snoop certain people at certain times. I did not know. See, pride is odd, and gods can have an immortal pride that gets bent when they can not defeat a mortal player. When I realized they only moved me from the build site to the actual site because they needed a lag advantage for their mortals, I quit.
Been here ever since, never looked back, and wouldn't change anything.
Actually both CF and AR code are derivative of FL, which was the first mud of its type.
DikuRom > CF > AR > UR/FL
Unknown Realms and Forsaken Lands both launched the same night. I and The Kid a friend of Stryth and Myself on AOL (don't know if its the same as our The Kid on this forum), Had our own copy of the code. We created UR not knowing about FL. He had some financial issues but would not give me permission to pay wolfpaw so we shut it down.
Personally, I'd prefer cursed weapons to be far harder to remove, both for yourself and your enemies. Get rid of all skills, with maybe one or two special exceptions, that can disarm cursed weapons - but also make it so you can't force yourself to drop noremove weapons by lowering your strength (edit: perhaps even make it unable to be sheathed, or have it still tie up a hand if sheathed so you're always "holding" it). Actually make the curse a curse, rather than the blessing with an inconvenience that it is. If you want a cursed weapon, you have to pay the price of being stuck with it, or removing the curse and losing the benefit. In turn, make it exceedingly obvious that a weapon is cursed via a flag or warning before it's equipped so that it doesn't hurt the inexperienced too badly, or alternatively remove nouncurse from almost all so that a simple equipment mistake isn't fatal.