Shamarah2005-02-27 19:37:26
Here's a couple thoughts on some things I think would be nice to be done with demesnes:
Let us tell where people are when we use sense (like AQUACAST SENSE). Currently, it just tells us that they're in our demesne, and that's good, but it'd be more useful if it told us where they are too.
Make a new command that comes with Meld like watch/sense do, and call it areawatch. This'd let us see when people leave one area for another while they're in my demesne. So, if Murphy left my Southgard demesne to the mountains, and I had the mountains room he entered demesned also, I'd see:
Murphy has left Southgard and entered Southern Mountains.
or something to that extent. The reason for this is because when I have a village demesne (in Southgard, for example) I'm always afraid to meld the room outside it, because people could be in it if I demesne summon them, and that'd be summoning into enemy territory. This way, I could do that and know whether they're in enemy territory or not.
Fix Aquamancy Currents (it's meant to only hit enemies, but it hits everyone) and make a special version, AQUACAST CURRENTS ME, that stops the currents from hitting people if they are in the same location as you, but makes them hit them otherwise.
Let us tell where people are when we use sense (like AQUACAST SENSE). Currently, it just tells us that they're in our demesne, and that's good, but it'd be more useful if it told us where they are too.
Make a new command that comes with Meld like watch/sense do, and call it areawatch. This'd let us see when people leave one area for another while they're in my demesne. So, if Murphy left my Southgard demesne to the mountains, and I had the mountains room he entered demesned also, I'd see:
Murphy has left Southgard and entered Southern Mountains.
or something to that extent. The reason for this is because when I have a village demesne (in Southgard, for example) I'm always afraid to meld the room outside it, because people could be in it if I demesne summon them, and that'd be summoning into enemy territory. This way, I could do that and know whether they're in enemy territory or not.
Fix Aquamancy Currents (it's meant to only hit enemies, but it hits everyone) and make a special version, AQUACAST CURRENTS ME, that stops the currents from hitting people if they are in the same location as you, but makes them hit them otherwise.
Silvanus2005-02-27 19:38:54
I'm up for all of them, as long as they are done to the Geomancers too.
Shamarah2005-02-27 20:56:44
Oh - let mages return to demesnes from anywhere on the same continent/plane with center. Please? Mages have NO fleeing skills as it is, and almost every other class has at least one.
Veonira2005-02-27 21:58:57
I agree. Perhaps something like a 3-5 power cost when outside the demesne to travel to it.
Elryn2005-02-28 11:47:36
Agreed on the center thing.
I'd also like to see a RELEASE skill for all mage/druid classes that lets you unbond a single location of your demesne (providing it could be broken normally). And being able to RECENTER to move the 'center' of your demesne to the room you are standing in for a few power points.
I'd also like to see a RELEASE skill for all mage/druid classes that lets you unbond a single location of your demesne (providing it could be broken normally). And being able to RECENTER to move the 'center' of your demesne to the room you are standing in for a few power points.
Shiri2005-02-28 17:16:26
(And while we're at it, make faereturn only apply to one!) (I don't agree with the recentring thing, by the way, I always assumed that was on purpose. You know, to make melding strategic.)
Terenas2005-02-28 17:18:01
Could we also make shield stop all demesne effects except summon too as well? I personally consider demesne to be similar to groves, which are stoppable by shields, so it would make sense too if they were.
Unknown2005-03-01 01:38:27
How would a shield stop the ground from moving under your feet and knocking you down? Or the magics invested in a area attacking you? Most of the Demesne skills wouldn't be stopped by shields anyway since they're effecting everything in the room. The recenter thing would be nice since the Centers seem to pick them selves up and walk away Also we should have a skill to stop certain effects cancelling them before they run out and such.
Drago2005-03-01 01:57:01
QUOTE
Could we also make shield stop all demesne effects except summon too as well? I personally consider demesne to be similar to groves, which are stoppable by shields, so it would make sense too if they were
Unless that changed recently, a hartstone's demesne is stopped by shield so everone elses should be as well. Why should me walking into your demesne mean I've no way to stop myself getting attacked?Terenas2005-03-01 02:41:45
QUOTE(Drago @ Mar 1 2005, 01:57 AM)
Unless that changed recently, a hartstone's demesne is stopped by shield so everone elses should be as well. Why should me walking into your demesne mean I've no way to stop myself getting attacked?
62813
Yeah, I've noticed that as well. It seems shield stopped Munsia's demesne from hitting me. However, a Geomancer and Aquamancer's demesne still attacked.
QUOTE
Tenqual-
How would a shield stop the ground from moving under your feet and knocking you down? Or the magics invested in a area attacking you? Most of the Demesne skills wouldn't be stopped by shields anyway since they're effecting everything in the room. The recenter thing would be nice since the Centers seem to pick them selves up and walk away. Also we should have a skill to stop certain effects cancelling them before they run out and such.
How would a shield stop the ground from moving under your feet and knocking you down? Or the magics invested in a area attacking you? Most of the Demesne skills wouldn't be stopped by shields anyway since they're effecting everything in the room. The recenter thing would be nice since the Centers seem to pick them selves up and walk away. Also we should have a skill to stop certain effects cancelling them before they run out and such.
Recasting will prolong the effects in your demesne. And why shouldn't shield stops demesne? There are many things that doesn't make much sense at all in Lusternia, me being able to rebound beheading myself for one, or unable to point an item at someone with a broken leg, or Mage casting one spell that spands out to 400 melded rooms. My point is considering how demesne effects have such a far reaching range, it would be extremely handy to let shield stops some of them.
Elryn2005-03-01 02:49:11
It would be nice though that if shields stop demesne effects, there is a targetted demesne power which prevents destroys shields.
Ooo, or, if Hartstone demesne is the only one that can be nullified by a shield, add a skill in Druidry to cast a spell in a room which periodically destroys shields. *nod me*
Ooo, or, if Hartstone demesne is the only one that can be nullified by a shield, add a skill in Druidry to cast a spell in a room which periodically destroys shields. *nod me*
Elryn2005-03-02 14:07:58
Oh, and a way to be able to tell what runes are fused would be fantastic. Though that sounds so logical it is probably already in existence, and I just can't find it.
Terenas2005-03-02 16:50:11
QUOTE(Elryn @ Mar 2 2005, 02:07 PM)
Oh, and a way to be able to tell what runes are fused would be fantastic. Though that sounds so logical it is probably already in existence, and I just can't find it.
63889
Have you tried looking in the room, last time I checked, you could see fused runes from simply looking.
Elryn2005-03-03 00:14:43
Nope, nothing. Whew... that would be have been embarassing.
Edit: Aha! It's survey. But apparently fused runes disappear when you quit. Thats a shame.
Edit: Aha! It's survey. But apparently fused runes disappear when you quit. Thats a shame.
Gregori2005-03-03 09:24:46
I bugged the Hartstone envoy a while back to put in for Sense to act as Third eye within the Demesne. Don't know if it was ever submitted though.