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		<title>Shattered Dreams MUD &#187; Recent Topics</title>
		<link>http://www.sdmud.com/forum/</link>
		<description>Online Forum</description>
		<language>en-US</language>
		<pubDate>Sun, 05 Feb 2012 08:17:21 +0000</pubDate>
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		<item>
			<title>Xiepher on "Computer died a few months ago guys, sorry I haven&#039;t been on."</title>
			<link>http://www.sdmud.com/forum/topic/computer-died-a-few-months-ago-guys-sorry-i-havent-been-on#post-53</link>
			<pubDate>Mon, 15 Nov 2010 22:29:06 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">53@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Gonna be a unknown amount of time before I can get a new computer, motherboard got fried and pretty much messed up all the hardware.  Not having any luck getting the needed money built up so I can get me a new computer.  Hope all is well.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Tigris on "New Class Idea"</title>
			<link>http://www.sdmud.com/forum/topic/new-class-idea#post-32</link>
			<pubDate>Sat, 20 Feb 2010 08:05:20 +0000</pubDate>
			<dc:creator>Tigris</dc:creator>
			<guid isPermaLink="false">32@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;There is a class on the DOC (Distortions of Chaos) codebase that I would love to see incorporated into SD. It's the Bard class. Now, since I know jack squat about coding, I have no idea how hard/easy it would be..BUT...the DoC codebase is virtually the same as the DR codebase that SD is based on. If any of the coders want to get a look at it, note me and I'll give you the addy of the DoC code mud that I play on and you can take a look at the class and the mechanics of it.
&#60;/p&#62;</description>
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		<item>
			<title>Rhaelar on "Call for Beta Testers"</title>
			<link>http://www.sdmud.com/forum/topic/call-for-beta-testers#post-12</link>
			<pubDate>Fri, 05 Feb 2010 19:41:01 +0000</pubDate>
			<dc:creator>Rhaelar</dc:creator>
			<guid isPermaLink="false">12@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;We're perfectly aware that a lot of you would like some base mechanics and various inconsistencies changed. For a good while, we've held off on performing any major, game-altering changes because once you start pulling levers in game balancing, it's butterfly effect extreme. That will change soon, in the coming months.&#60;/p&#62;
&#60;p&#62;Some core game elements will change; for the better, of course. Concerns of casters, warriors and nature people alike will be visited. Your SD experience is sure to improve. There will, however, undoubtedly be inbalance in several aspects of the game, and to lessen the impact of that, we are halting active development on the production server until each change has been thoroughly tested and fine-tuned, and all of the changes as a whole have been considered. We'll still be fixing bugs and releasing new areas, though.&#60;/p&#62;
&#60;p&#62;That brings me to the point of this note. We need a handful of people who will want to extensively test and evaluate the new features and changes as they become available. You'll be testing the development version of SD on a separate server using a clone of your existing character or pre-generated characters. You'll be expected to spend a decent amount of time testing and providing feedback (i.e. if reading down to this point is tiring you, you need not apply), and you won't get any rewards, bonuses or prizes of any kind. You will, however, get to see new (and yes, probably broken) features first, and get a chance to directly influence the development of the game ---- no, we won't make Rampage's stun last 15 seconds :-)).&#60;/p&#62;
&#60;p&#62;If you're interested, send an email to beta :at: sdmud :dot: com with the name of your character in the subject. Later, when we have the first features ready for testing, we'll contact you.&#60;/p&#62;
&#60;p&#62;PS: There won't be any pwipes or anything like that, don't worry.
&#60;/p&#62;</description>
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			<title>Xiepher on "So how is everyone?"</title>
			<link>http://www.sdmud.com/forum/topic/so-how-is-everyone#post-45</link>
			<pubDate>Sun, 14 Mar 2010 05:57:23 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">45@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Haven't been on the mud in a while now due to being pretty busy, will try to be on more after today.  :)
&#60;/p&#62;</description>
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			<title>Aarwyn on "Holy Mace"</title>
			<link>http://www.sdmud.com/forum/topic/holy-mace#post-44</link>
			<pubDate>Tue, 09 Mar 2010 20:45:14 +0000</pubDate>
			<dc:creator>Aarwyn</dc:creator>
			<guid isPermaLink="false">44@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;When I use the Holy Mace spell, I get a mace with some hp, mana, hit, and damage.  Then I cast flame, shocking, drain, and sharp blade, then blade bless.  Everything works fine, but if I log out and log back in, the original stats (the hp, mana, hit, and damage) completely disappear from the mace, leaving only the enchants.  Unequipping the mace before I log out doesn't change this behavior.
&#60;/p&#62;</description>
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			<title>Xiepher on "Skills for Warriors"</title>
			<link>http://www.sdmud.com/forum/topic/skills-for-warriors#post-43</link>
			<pubDate>Tue, 02 Mar 2010 22:52:19 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">43@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Kinda miss having bashdoor.  Wondering if there's any plans on adding it, if not could it be added?  Would be like bashdoor north, south, east, west, down, or up.  Pretty much gives a warrior to break down a door.  &#60;/p&#62;
&#60;p&#62;Also, another one I thought of is a skill that could be called Brace(or another name if it's already used).  Brace would increase the warrior's defense, but in return it'd reduce their damage while it's activated.  Could be useful if sometime down the road if defenses was changed and they actually meant something.
&#60;/p&#62;</description>
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			<title>Xiepher on "Picture of my neice.  :)"</title>
			<link>http://www.sdmud.com/forum/topic/picture-of-my-neice#post-40</link>
			<pubDate>Thu, 25 Feb 2010 19:32:08 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">40@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Here's the link, I tried to post it as a actual image, guess we can't do that on here.  Also, wasn't sure if post like this should go here or on the misc. section.&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://s860.photobucket.com/albums/ab170/Xiepher009/Neice/?action=view&#38;amp;current=neice.jpg&#34; rel=&#34;nofollow&#34;&#62;http://s860.photobucket.com/albums/ab170/Xiepher009/Neice/?action=view&#38;amp;current=neice.jpg&#60;/a&#62;
&#60;/p&#62;</description>
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			<title>Aarwyn on "Some observations from a newbie"</title>
			<link>http://www.sdmud.com/forum/topic/some-observations-from-a-newbie#post-37</link>
			<pubDate>Tue, 23 Feb 2010 20:30:50 +0000</pubDate>
			<dc:creator>Aarwyn</dc:creator>
			<guid isPermaLink="false">37@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;I tried to post this in the board, but got disconnected.  It is pretty long, so I apologize in advance.&#60;/p&#62;
&#60;p&#62;I played through the first 200 levels as a cleric, and I have some observations so far.  Keep in mind that I've only played a cleric, and it's only been about a week.  I have been MUDding since about '92 though, so I have some perspective.&#60;/p&#62;
&#60;p&#62;First, levelling is terribly uneven.  It's pretty hard to level when you're a new character, and it seems to only get easier as you get to higher levels.  I think it should probably be the other way around, if it's uneven at all.  I think there are several reasons for the irregularity: The first reason is that XP gain is based (mostly) on level difference, and level difference is more meaningful at lower levels.  That is to say, if you're level 5 and going after a level 15 mob, it's going to be a much tougher fight than if you're 155 going after a level 165 mob.  The second reason is that damage spells (at least the cleric ones) don't scale. A spell seems to do a set amount of damage, no matter what level the caster is.  Perhaps introducing a level-based multiplier would help, so that an early spell might do (base dmg * (1 + ((3*level)/100))), while a later spell (with much higher base damage) might do (base dmg * (0.85 + ((0.25*level)/100))) damage.  For example, lightning bolt might do (7d7 * 2.8) damage at level 60, while ray of truth might do (20d100 * 1.15) at level 150.  (I haven't looked at the code, so I have no idea what the current damage formulas actually look like.)  Also, healing should probably be proportional to your/your target's max hp, rather than a set number.  You should never be able to heal more than, say, 75% of your max hp with one spell though, so lowbies can't uber heal high-level players.  The third reason I think levelling is uneven is that overall character power level is very jumpy, in that it's more a set of leaps than a smooth curve.  When I got demonfire and ray of truth, my power VASTLY increased all at once, and when I got superior healing, it was suddenly worth casting a healing spell in combat (it wasn't worth it at all before then).  Spell scaling would help with this problem too, as it would definitely smooth out the curve.&#60;/p&#62;
&#60;p&#62;Secondly, equipment seems to be all but meaningless for a caster.  I don't think +hit or +dmg affect them at all, and it seems to be the most prevalent stat added to equipment. Meanwhile you reach your base stat cap very quickly, so dumping more int or wis onto gear wouldn't help.  Even +mana is just a drop in a bucket.  Maybe allowing +hit to increase the chance of success for proc effects (like curse, poison, and blindness) would help a bit, but it'd take more than that (especially since those effects barely affect combat).  Maybe introducing a +spell stat that could be added to equipment which would directly boost the effectiveness of damage and healing spells would work, but it'd require a massive edit of the item files to throw that stat on some old items, and rebudgeting might annoy some non-casters whose equipment suddenly got worse for them.  I'm just spitballing; I don't have a really good solution to propose.&#60;/p&#62;
&#60;p&#62;Thirdly, spell failure needs to be reworked.  I can understand that there should be a chance that your uber-nuke could fail in combat, or even that your heal might fail in combat. What I don't get is why create food needs to fail eight times in a row, or any other spell that can't be cast in combat for that matter.  All that does is annoy the player and take time; it doesn't affect game balance at all.  What I propose is that out-of-combat spells be practicable up to 100%, while combat spells (including heals) be practicable up to 50% as they are now, but max out at 90% or 95%.  There should always be some chance of failure in combat.  The spell failure percentage doesn't seem to represent the chance that a spell will actually fail, either.  At 50%, the chance for 6 failures in a row is 1.5625%, while eight is less than 0.4%.  I've only been playing a few days, and I've gotten eight in a row several times and six many times.  I haven't done hard data crunching though, so this could be more perception than reality.  I'd be happy to whip up some scripts to test this more thoroughly, if you'd like.&#60;/p&#62;
&#60;p&#62;Fourth, the help files need some help.  :) There's no help that explains what stats (str, int, etc...) do, except in passing (like help train).  Some other help files are outdated or inaccurate, such as the help file for map (the command doesn't exist anymore), recall (the locations are different), ray of truth (it has nothing to do with alignment, thank goodness), and some others.  It would be nice to see some hard numbers and game mechanics in the help files too (especially about stances, since they take so much time), but I can understand why you might not want to give too much of a peek behind the curtain.  There's also very sparse information on rerolling, and I'd love to see a lot more information about exactly what you keep and what you lose.  Also what exactly an ancient is and does, what skills/spells they have, etc...  As far as I knew until a couple of days ago, going Ancient was essentially retirement.&#60;/p&#62;
&#60;p&#62;Fifth, passive regeneration (of hp/ma/mv) should probably be significantly increased.  I actually spent creation points on meditation, and it would take many, many hours to fill my mana completely by sleeping anywhere other than the pool.  Regen should probably be proportional to your max, and spell costs should go up as well.  50 mana to heal ~3000 hp seems a bit unbalanced to begin with.&#60;/p&#62;
&#60;p&#62;Lastly, if I understand correctly, the entire point of the first three tiers of your character's life is to grind QP and stance points. It seems entirely irrelevant what classes you've played before, what skills you've had, or what gear you've gotten (perhaps other than imm-granted gear). That seems... wasteful, I suppose.  It seems like the flavor of your experience should carry through in some way, so that every incarnation is meaningful. Maybe allow a few skills/spells to carry over from class to class (perhaps costing creation points).  Again, this is an area where I don't have as many suggestions as I should.  Still, there must be some way for flavor to carry over without tipping the balance.&#60;/p&#62;
&#60;p&#62;TL;DR - MUD is fun, but there are some things that could make it better.
&#60;/p&#62;</description>
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			<title>Tigris on "Beta"</title>
			<link>http://www.sdmud.com/forum/topic/beta#post-33</link>
			<pubDate>Sat, 20 Feb 2010 13:39:52 +0000</pubDate>
			<dc:creator>Tigris</dc:creator>
			<guid isPermaLink="false">33@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;This is me signing up as a beta tester
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Atma on "Shattered Dreams: The Story"</title>
			<link>http://www.sdmud.com/forum/topic/shattered-dreams-the-story#post-25</link>
			<pubDate>Wed, 17 Feb 2010 10:29:14 +0000</pubDate>
			<dc:creator>Atma</dc:creator>
			<guid isPermaLink="false">25@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;For a while now, I've been writing the story for Shattered Dreams. I have come to an impasse of sorts, because I'm having trouble tying the story to you, the players. So what I want from you all is some help. If you have ideas you'd like to see incorporated into the story and (possibly) eventually in the game (areas, certain mobs, etc) let me know. Also, if you want to have a personal mention in the story, let me know and I'll work you in. If you have a brief description of the heroic/dastardly (that's a &#34;D&#34; not a &#34;B&#34;) deeds you've done, add those in and I'll see if I can work them in, too. There's no real timeline for these things to be done, but the sooner the better.
&#60;/p&#62;</description>
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		<item>
			<title>Mundayne on "Pick Lock"</title>
			<link>http://www.sdmud.com/forum/topic/pick-lock#post-29</link>
			<pubDate>Wed, 17 Feb 2010 18:43:09 +0000</pubDate>
			<dc:creator>Mundayne</dc:creator>
			<guid isPermaLink="false">29@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Not sure if this is intended (though I like how it works now) if I try to pick a lock even at low skill I get &#34;You failed&#34; but then the lock is picked and will open. I tried this a few times and with the same result.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Blimiel on "Is it really necessary to cap all stances?"</title>
			<link>http://www.sdmud.com/forum/topic/is-it-really-necessary-to-cap-all-stances#post-22</link>
			<pubDate>Mon, 15 Feb 2010 05:34:26 +0000</pubDate>
			<dc:creator>Blimiel</dc:creator>
			<guid isPermaLink="false">22@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Unless you want to be a master of all stances (what is great, I guess), it seems to be really unecessary to cap all of it. If we take a look at stance table, we find this:&#60;br /&#62;
*Tiger wins against Mantis (+3) and Swallow (+1);&#60;br /&#62;
*Dragon wins against Tiger (+2).&#60;br /&#62;
So, considering combat, what is the point on capping Mantis, Swallow and Monkey? And, when we think on basic stances, why to cap Crane and mongoose?&#60;/p&#62;
&#60;p&#62;Lets discuss it! :)
&#60;/p&#62;</description>
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			<title>seras on "Plugin for mushclient users"</title>
			<link>http://www.sdmud.com/forum/topic/plugin-for-mushclient-users#post-15</link>
			<pubDate>Thu, 11 Feb 2010 16:25:29 +0000</pubDate>
			<dc:creator>seras</dc:creator>
			<guid isPermaLink="false">15@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;I have created a usefull plugin for mushclient. It shows Hp, mana and moves in coloured bars. A quest timer in the shape of a pie that will display both how long you have to wait for to retake a quest aswell as how long you have to complete quest currently on.&#60;br /&#62;
An exp bar to better visualize how fast your leveling and slightly better then just reading numbers at bottom of screen :D A segment chart that colours up with appropriate colour when shield spells are detected, help you keep track of a few spells if you dont want to pick out whats still on during a fight. A target system, which also displays who your current target is. And a stance display to show what level your stances are at.&#60;/p&#62;
&#60;p&#62;Anyone interested in using the plugin just let me know an email address you want it sending too. Anyone not using mushclient who would like to try the plugin, i will happily run through how you simply install the plugins and set it up working correctly.&#60;br /&#62;
The plugins are writtin in Lua so if your client supports that, it may well work in there with a little alteration, so gimmie a note if youd like me to look into it.&#60;/p&#62;
&#60;p&#62;Notes in game are just as valid, just leave a email :D&#60;/p&#62;
&#60;p&#62;Anyone after altering the colours or layout, can also play with it as much as they like.&#60;br /&#62;
I have chosen to leave it graphically simple, so no pictures need to be downloaded, only 2 very small text files.&#60;/p&#62;
&#60;p&#62;Hope someone other then my characters can get some use out of this :D&#60;br /&#62;
Seras
&#60;/p&#62;</description>
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			<title>Rhaelar on "Stancing Tips"</title>
			<link>http://www.sdmud.com/forum/topic/stancing-tips#post-7</link>
			<pubDate>Wed, 03 Feb 2010 04:55:11 +0000</pubDate>
			<dc:creator>Rhaelar</dc:creator>
			<guid isPermaLink="false">7@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Thought I'd re-post Xiepher's excellent stancing tips from the in-game General board here:&#60;/p&#62;
&#60;blockquote&#62;&#60;p&#62;Here's some tips for those who are working on their stances.&#60;br /&#62;
These are from what I've learned from each that helped me&#60;br /&#62;
and hope they'll help you all.  :)&#60;/p&#62;
&#60;p&#62;Crab stance:  A good way to get this stance up is to go into a area with a lot&#60;br /&#62;
of mobs, do a area attack like whirl wind or earthquake, then&#60;br /&#62;
remove your weapons so you don't kill them fast and just let them hit on you&#60;br /&#62;
for a while until you have to recall and heal up.  Rinse and repeat.&#60;br /&#62;
Removing your gear will also help some too.&#60;/p&#62;
&#60;p&#62;Viper stance:  Pretty much fight mobs where your attacks will strike first&#60;br /&#62;
each round.  I also did the area effect tatic with this one, except I left&#60;br /&#62;
my weapons equipped.&#60;/p&#62;
&#60;p&#62;Bull stance:  Pure offense here.  Just keep fighting mobs and it'll go up.&#60;br /&#62;
I didn't do nothing extra to help it go up.   &#60;/p&#62;
&#60;p&#62;Mongoose stance:  A defense stance.  I did pretty much the crab stance tatic here.  &#60;/p&#62;
&#60;p&#62;Crane stance:  I just did the crab tatic here too.&#60;/p&#62;
&#60;p&#62;Another tip is to use help stancetable.  Shows the stances and will show&#60;br /&#62;
what each stance has success rate with mobs you fight that are in a different stance.&#60;/p&#62;
&#60;p&#62;IMPORTANT:  Do not wait until Hero / Ancient to work on your stances, you'll regret it.&#60;/p&#62;
&#60;p&#62;That's it for now, hope this helps you guys some.  I'll post another note later on&#60;br /&#62;
that'll have tips on advanced stances!&#60;/p&#62;&#60;/blockquote&#62;
&#60;p&#62;Feel free to discuss!
&#60;/p&#62;</description>
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			<title>Xiepher on "Some Advanced Stances tips."</title>
			<link>http://www.sdmud.com/forum/topic/some-advanced-stances-tips#post-14</link>
			<pubDate>Sat, 06 Feb 2010 05:09:40 +0000</pubDate>
			<dc:creator>Xiepher</dc:creator>
			<guid isPermaLink="false">14@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Well, I got mantis, dragon, tiger, and swallow stances to 100%.  I never could get Monkey to budge one bit, so can't really help with monkey stance. &#60;/p&#62;
&#60;p&#62;Pretty simply with Dragon and Tiger, they were the easiest to get up, all you need to do is just fight mobs and deal out the damage.  Dragon might have a defense part too since it reduces damage as well as increases your damage, but that's what I did pretty much with these two. &#60;/p&#62;
&#60;p&#62;Mantis I did the crab tatic, except left my weapons on.   Go into a room full of mobs and do a area effect spell / skill and just let them hit on you.   &#60;/p&#62;
&#60;p&#62;Swallow, same with Mantis except I took everything off.  dodge helps too.   &#60;/p&#62;
&#60;p&#62;Hope this help.  :)
&#60;/p&#62;</description>
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			<title>Rhaelar on "What Makes You Laugh?"</title>
			<link>http://www.sdmud.com/forum/topic/what-makes-you-laugh#post-4</link>
			<pubDate>Tue, 02 Feb 2010 17:53:20 +0000</pubDate>
			<dc:creator>Rhaelar</dc:creator>
			<guid isPermaLink="false">4@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;I'll start off with a few:&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://www.snopes.com/autos/law/noplate.asp&#34;&#62;NO PLATE&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://xkcd.com/695/&#34;&#62;xkcd: Spirit&#60;/a&#62;
&#60;/p&#62;</description>
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			<title>Rhaelar on "Shattered Dreams online forum"</title>
			<link>http://www.sdmud.com/forum/topic/shattered-dreams-forum#post-2</link>
			<pubDate>Tue, 02 Feb 2010 15:21:25 +0000</pubDate>
			<dc:creator>Rhaelar</dc:creator>
			<guid isPermaLink="false">2@http://www.sdmud.com/forum/</guid>
			<description>&#60;p&#62;Welcome to the SD online forum!&#60;/p&#62;
&#60;p&#62;Talk about anything and everything, but please try to post your topic in a category that fits, or alternatively in Off-topic -&#38;gt; Miscellaneous.&#60;/p&#62;
&#60;p&#62;I hope to synchronize these forums with the in-game boards soon.
&#60;/p&#62;</description>
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