Idlechasing etiquette

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Warning.png WARNING: This page contains information about idlechasing, which now returns less xp and is no longer possible by sharing experience in a group due to changes[1] to the game.

Since the change all commands that give xp typically return 20 times (or less) the cost in GP and command xp is no longer shared.
The creators have proposed missions as a way to gain experience without combat.

Personal idlechasing that gives 20 times the gp cost is still possible and these pages still contain interesting information on using commands, keeping in mind the differences outlined above.

Some things to remember concerning idlechasing.

We are not Ignoring You. Really. When talking to idlers, keep in mind that they may be in the middle of a long idle alias. They are not being rude or ignoring you. Likewise your request might be lost in the spam, and you might have to try again in a few minutes. Remember that Group History will give you the information you might have missed in the spam.

Pamphlets: The language TM spam generated by pamphlets is generally unwanted in idle groups, because trying to TM a language with pamphlets uses up a lot of GP for little XP return, generates *a lot* of spam, and is infectious. If you want to TM a language with pamphlets and/or lots of spam, you're better off starting a language group elsewhere.

And other infections: When you group, please make sure you are free from fleas and other contagions. While it is funny watching an entire idlegroup have to take a bath break, it cuts into the xp rate.

Chatting up a Liaison: If a liaison is in the room, don't run your idle alias. If you think your view is spammy, their view is full of debug messages and thus is even worse.

Clean up your mess: Keep room descriptions clean by clearing away the piles of fluff, flowers, etc. A stack of small sticks is one thing. A dozen different colours and sizes of fluff is another.

Training Dummy When beating on a training dummy, please include several 'say stop' commands at the end of your attack alias. Sometimes the dummy is pretty stubborn, and will keep fighting. This is more prone to happen if several people are beating up the dummy at the same time. If your alias did not stop the fight, keep saying 'stop' until you succeed. The dummy is, well, a dummy, and will often ignore a 'say stop' from all except the last person to attack. When this happens the last attacker must stop first, (say stop), then the next to last person, etc. Or get a godbotherer to calm the dummy down after everyone fighting it has left the room. The Training dummy in Lancre now appears to be limited to one attacker at a time, so coordinating attacks and prompt stopping is now more important than ever. Set your "say stop" to as soon as possible in your attack alias, preferably right after you have readied you last special.

If you are attacking the dummy and might go afk, please set options - auto follow - everyone to on. This will allow you to be dragged out of the room if you keep fighting the dummy while afk. This will end your fight sooner than the 30 minutes it would take for you to idle out, thus allowing other people to also stop fighting the dummy.

Deity points

It's considered bad manners to drain the deity pool with your idlechasing. There are three things that can drain it:

  • Performing rituals from faith rods
  • Bestowing rituals onto faith rods
  • Performing rituals when ritual assistance is on (this doesn't do it as rapidly, but can still be an issue--idling for hours with a ritual-only alias can have you draining thousands of points)

If and only if you're a priest, you can replenish the pool by praying--so using a baton can be sustainable if you pray with enough gp to balance it out. Others, however, should avoid frequent baton usage.

You can use the Devout Inquisition ritual to see whether you've been draining the pool, and to see whether ritual assistance is on.

Group jumping

Group jumping is when a player is a member of one idling group and switches to being a member of another idling group, either immediately or briefly (within one hour) after leaving the previous idling group. Reasons people may do this vary from trying to maximise their XP gain from idling, wishing to group with their friends or people they prefer, and other reasons.


The primary reason group jumping is strongly discouraged is to prevent the idling community from fracturing into cliques. A founding principle of idlechasing is "All welcome, only requirement is to be laid-back and share." This principle would be violated if people jumped groups depending on some personal preferences or criteria, such as who they like or dislike. This would risk turning idlechasing into a "cliquey" social structure akin to those in high/secondary schools. This would also increase the load on group leaders to maintain longer queues of idlers already in other groups, but wishing to jump. These and other effects would make idlechasing an unpleasant activity whereby either only members of clique groups will idle with each other or idlechasing altogether would disband. Although such occurrences are only conjecture, most idlers believe the mere prospect of such occurrences is sufficient to strongly discourage them from happening.

Queue Groups

When players are waiting for a spot to open in a main group, it has become a practice for the waiting players to group in a "queue group", which is noted by words such as "queue", "cue", or "Q" proceeding the "idle:" in the group name (i.e. "idle:queue"). In such groups, it is generally understood and accepted by all members that they have, on their own, queued with the main group's leader (via a tell)[1], and when a spot in the main group opens, the next person in the main group leader's queue will leave the queue group and join the main group.

Although this practice is "technically" group jumping, it has become acceptable standard practice by many idlechasers because all group members and leaders have a common understanding of the practice, and upon joining the queue group, they implicitly agree to said procedure. Furthermore, this is distinct from the group jumping that is frowned upon, because when leaving a queue group for the main group, there is no preferential treatment given based on personal preferences (i.e. friends or enemies).

This practice has a number of advantages, including that waiting players get some XP as they wait. Another advantage is that should the queue group become sufficiently large, it could simply become a second main group itself. We purposefully do not define how many queue group members is "sufficiently large" because opinions vary on what the number should be.


In the past, whether group jumping was acceptable or not incurred much debate, as the idlechasing policy on group jumping was unclear. In general, most idlers frown upon group jumping when the topic comes up. Although there were numerous accounts of idlers group jumping, recently there are very few, as a result of a concerted effort to educate new idlers about the general policy and the rationale behind it.


  1. Simply joining a queue group is NOT sufficient to be queued for the main group. Any player wishing to be queued must send a tell to the main group's leader requesting to be queued to ensure the queuing actually occurs. Leading's an annoying job that few want to do, so make it as easy as possible.