I was wondering if it would be possible to expand the recognize command to also cover combat related things, so you could recognize people for things like fighting well and bravely even if they lost, or for stepping up to lead or to fill a role your…
I've spoken with some other people that play on Shadowlight, and from what I understand certain prolific posters are in a (highly) vocal minority. While there are issues with the game balance in general and hopefully some steps can be done to remedy…
If you define victory as denying things to others, and a loss as them getting things, regardless of your own personal gain, then quite frankly you deserve the "loss". I really think you should take a step back and reevaluate why you play the game.
I think it would be neat to have conflict events which weren't dependent on alliances or somewhat turned the status quo on its head, and had a rough idea for how one might work, and figured I might as well outline my thoughts.
I think an underlying issue that causes a lot of problems is that people fight to win. They will garner every advantage they can, be it cheesy strategies or calling in reinforcements. This isn't a critique on a particular side, as I've seen both sid…
On the topic of economy stuff, I firmly believe that decay mechanics shouldn't be a driving force of the game economy. They're simply not fun, even if there's a very good reason for them to exist. (Preventing database bloat). There's a reason that p…
If you're referring to defence-overhaul as just hooking things into the gmcp stuff, I absolutely do not think it is a big priority - it has very little impact on new players or player retention, as most people who are already coding are going to fin…
I'm going to be trying to focus on other things and games for a bit, because honestly certain stuff in game (coupled with a lack of good sleep) has been getting to me in not-good ways. I'm really sorry to anyone who I've been snippy or jerkish to la…
It should send it when one of the variables held in it updates, like gold (held, in bank), race, etc - I would store the information received clientside for reference when needed, and just update the stuff whenever you get a new gmcp.Char.Status thi…
Honestly, not having to worry about rejecting allies is basically the way the game's always been. It's not like it'd be a huge shift in the dynamic, more like a return to the status quo.
Coordinated strategies can, and should do well. If you're fighting against a group and don't have support, you may not be left with many options for escape, but just like the enemy can coordinate their offenses/hindering, you can also coordinate wit…
Also, buying the upgraded item than trading in the base item requires having a lot more free credits than just doing a normal upgrade (Even if you get a chunk back), and puts it out of my price range for the item I'm hoping to upgrade later in the m…
local alertIDs = {"267079", "315983"} function itemAlert() local addEvent = gmcp.Char.Items.Add if addEvent.location ~= "inv" then return end for _, checkId in pairs(alertIDs) do …
Also another bug! I don't care about this one as much as the other one I posted, but I think it'd be an easier fix, and more important because it's combat-y related.