Does this game work in all Windows versions?

On 1/12/17, Justin Jones <atreides...@gmail.com> wrote:
> That's a fair answer, so far as it goes and I appreciate its honesty,
> but that does not change my overall opinion of how you address issues
> within Alter Aeon, Dentin.
>
> On 1/12/17, Dennis Towne <s...@xirr.com> wrote:
>> (Note - replying only to the original post by Dark.  The rest of the
>> thread is a tarpit I'd rather not be mired in.)
>>
>> Locks are an obnoxious mechanic that we as builders haven't been happy
>> with for a long time.  The core issue is that locks are too binary;
>> you can either unlock them fairly easily, or you'll just plain be
>> stuck.  For the most part we've been dealing with it by adding keys
>> and making things easy to pick, but that's a cheesy hack at best.
>>
>> We've had a couple of proposals for changing locks over the years,
>> we're just not sure if those proposals would actually fix the
>> problems.  It also just hasn't been very high priority; there are
>> plenty of issues and problems we do know how to easily fix that we
>> could work on instead. That's not a great answer, but that's why this
>> is still in a state where we're not happy with it.
>>
>> Ultimately, we want a setup where lock difficulty is more consistently
>> set for the area level, and players are guaranteed to succeed in
>> opening a lock even if they're completely skill less and don't have
>> the key.  The skills should be able to reduce the time necessary to
>> open a lock. Figuring out all the details for this sort of thing is
>> tedious and irritating.  We'll figure something out eventually, but it
>> probably won't be until well past the anniversary event.
>>
>> -dentin
>>
>> Alter Aeon MUD
>> http://www.alteraeon.com
>>
>> On Tue, Jan 10, 2017 at 3:26 AM, dark <d...@xgam.org> wrote:
>>> Hi.
>>>
>>> I've been trying to do the drow city close to fort Magnitia, and ran
>>> across a door that was locked.
>>> I tried the knock spell a bunch of times, and despite havig 25 int and
>>> 18
>>> dex couldn't get through at all. I've neglected learning lock picking
>>> since as a druid mage I really should be using magic rather than dex,
>>> however it seems that KNock pretty much is just lock picking with a mana
>>> cost, which makes it a bit pointless, and also a problem if you don't
>>> have
>>> high dex, indeed I got killed because I ran out of mana on the bloody
>>> door
>>> (that and I didn't have a livoak at the time).
>>>
>>> I was therefore wondering if the knock spell could be made a bit more
>>> effective as an alternative tto lock picking given that it costs mana to
>>> use. Indeed what might be fun is if the knock spell, instead of simply
>>> replicating the lock picking skill with a spell opened the door in a
>>> different way, for example with the first casting having the mage
>>> concentrate and grasp the tumblers in the lock one by one before turning
>>> them, meaning knock would always work, but at an increased mana cost.
>>>
>>> Heck necromancers could have a versio where they create a literal
>>> skeleton
>>> key out of harvested bones, which could be more efficient on mana than
>>> the
>>> mage version, but require teeth.
>>>
>>> I know the game often has several ways of doing the same thing, for
>>> example the spells candle, crystal light and continual light, but it'd
>>> be
>>> really useful if in this case the spell did a little more than just
>>> replicate  lock pick and so could be a bit more useful to none thieves.
>>>
>>> All the best,
>>>
>>> Dark.
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>
>
> --
> Justin M. Jones, M.A.
> atreides...@gmail.com
> (254) 624-9155
> 701 Ewing St. #509-C, Ft. Wayne IN, 46802
>
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