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  in ahmarrykuh, spiel ingles
Posted by: Egil - 05-10-2016, 03:43 AM - Forum: Suggestions - Replies (9)

I think that it would be great for various scenarios in IC if you could speak a language other than common without having to go [x language] before each message. It would keep from the corny situation of:

Dale Dixon says "[Chataran] I hate foreigners."
Jesse Ventura says "(damn I didn't know that Trump supporters play this game)
Guard Commander says "(look at him, talking in another language IC'ly as if we can't see how stupid he looks OOC'ly!)

One could argue that that's more of an issue of people ruining the atmosphere of an event/IC in general with OOC gibberish, but having it so that language directly affected gameplay would enable people to not only just lob insults with a lower chance of being reprimanded, but would also provide for better private conversations, hilarious interactions between guards and criminals who can't speak common, and conflict amongst players otherwise. I envision a number of ways this could be implemented, but the base of it all would be everyone being able to understand common and then being able to speak another language due to one's race or by spending Legend Inks in the Creativity section, which would now be full of languages that one can become fluent in by spending a single point per language. Hence, a Chataran would start off being able to speak Common and Chataran while a Vampire would start off with only Common and would have to spend a Legend Ink on a second language if their character requires it. Two ways that foriegn languages could function in use:

- When Person A toggles on a second (or third or fourth etc) language and Person B understands it, they would see the text accompanied by a marker of some sort indicating what language it is (ie 'Onigan'). However, Person C (who doesn't understand the language being spoken) would just see: Person A speaks in a foreign tongue.
- Same as above, except that it would take two Legend Inks instead of one to become fully fluent in a foreign language. Just having one point spent on a foreign language would mean that you could tell what language is being spoken and have a reasonable chance of catching what they say, but you'll often not be able to get what is being said regardless.

tl;dr let me cuss out dys in Spanish damn it

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  The vs. the
Posted by: Sawrock - 05-10-2016, 03:31 AM - Forum: Suggestions - Replies (4)

When naming a weapon with a lowercase first letter in the name, it used to add a "the" infront of it. For example, the name of "fists of a chomper" would become, in the battle logs,

Critical Hit! Teeth Chomper attacks Black Beast with the fists of a chomper and hits them!
Black Beast takes 146 Blunt damage.

However, now the "the" has become "The", resulting in the much less satisfactory,

Critical Hit! Teeth Chomper attacks Black Beast with The fists of a chomper and hits them!
Black Beast takes 146 Blunt damage.

In addition, it was nice to use "the" instead of "The" for names like "name of type of weapon (Name of Weapon)", such as "shortsword (Deathwind)" becoming in combat logs, "the shortsword (Deathwind)".

Please change it back, if possible.

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  Celsius Shell Battle HUD
Posted by: Exxy - 05-10-2016, 02:15 AM - Forum: Bug Reports - Replies (2)

For whatever reason, the HUD Display for Celsius Shell (in battle) is currently displayed as Interference Shell's Skill Icon, unsure if others are displaying the wrong icons or not.

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  Movement's the Pits
Posted by: Ranylyn - 05-10-2016, 02:07 AM - Forum: Bug Reports - Replies (2)

1) Character falls into pit while moving.
2) Character continues to be unable to move anywhere with the movement command, even in subsequent battles. It just wastes 3M and does nothing.
3) Encounter a ranged enemy like a mad vine with no movement skill equipped due to levelling other classes.
4) Profit. I mean, get annoyed.

Pits aren't exactly the easiest to find so I have not been able to replicate it yet. Unsure if it happens every time.

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  Movement + Entangle Trap
Posted by: iDarkCara - 05-09-2016, 09:11 PM - Forum: Bug Reports - Replies (4)

Entangle Trap prevents movement if you trigger it altogether until you log out.

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  I call your bluff!
Posted by: Autumn - 05-09-2016, 11:18 AM - Forum: Bug Reports - Replies (3)

Bluff does not make Snatch spell cost 6m, also it does not play an invocation's sound effect when being used, making it very easy to tell when someone's bluffing.

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  Shades unconvincing
Posted by: Joseph Jostar - 05-09-2016, 09:53 AM - Forum: Bug Reports - Replies (1)

It's six am and I was trying to confirm this on a somewhat high-CEL character, so forgive any mistakes, but as far as I can tell the Shades created use your character name rather than their alias (if in use), making it a simple matter to mouseover them if you're not an NPC. On top of that, when you Shuffle with them, if the tile you're moved to is within one square of your original location (including diagonally), you'll glide to the location as BYOND mobs are wont to do, making it painfully obvious where you've just wound up.

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  More Watering Holes
Posted by: Exxy - 05-09-2016, 07:28 AM - Forum: Suggestions - No Replies

-Simple suggestion in concept, simply add more locations (existing or not) you can draw water from with a bucket.

Prime examples (all can be found in Tannis): The small pond in the north-northeast spot, the well near the inn, the barrel near the same inn (which could be thought as something to collect rainwater) or even the rain itself (although this one may kill the server with lag, not sure - kind of a scary thought now that I think of it).

Adding On

-Maybe make a watering pump or some other tool you can place down that requires materials (that can be considered of near or equal value) which could give you so-and-so % chance for Pure Water.

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  Persisting Wait Dots
Posted by: Exxy - 05-09-2016, 05:07 AM - Forum: Bug Reports - No Replies

Crashed during a Blast Beast Scar and the ellipses for the Wait animation your character has persisted after relogging, although this is a minor bug due to the ellipses disappearing after the scar they're attached to is cleaned it's a bug (probably) nevertheless and deserves reporting:

[Image: XV7L60F.png]

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  Stolen spells persist without Spell thief
Posted by: Kameron8 - 05-09-2016, 04:25 AM - Forum: Bug Reports - Replies (2)

If you unequip spell thief as a class, you do not lost access to your stolen spells. You can cast anything you had previously stolen as any other classes.

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