Aiakon2006-03-10 11:22:37
Syntax: GEOCAST TRANSFER
Power: 10
Pass your demesne intact to another guildmember. All Demesne effects will be dispelled.
*shrug*
Would be nice.
Power: 10
Pass your demesne intact to another guildmember. All Demesne effects will be dispelled.
*shrug*
Would be nice.
Kharvik2006-03-10 12:02:21
That's a good idea and would save a lot of time, but.. In order to kill a demesne, you kill the person who melded it, if you could do this transfer then you could almost play a game of monkey in the middle with the group that was trying to get you. "Looks like I'm about to die, *spam demesne transfer alias*, ha I died but they're still getting hit by the demesne because its no longer mine"
Unknown2006-03-10 12:07:24
This would be so good to have.
My only problem would be declaring - switching the demesne around means the breakers have to keep declaring new targets, which both slows them down and sort of causes issues with how the system works.
My only problem would be declaring - switching the demesne around means the breakers have to keep declaring new targets, which both slows them down and sort of causes issues with how the system works.
Unknown2006-03-10 12:13:49
Have it take considerable time? Need full health and mana to do it? If it was being used for the intended purpose, that wouldnt matter so much.
Morik2006-03-10 12:19:49
No. It'd make maintaining a big village-through-village demesne to occupy territory too easy. I like having the fear of having a melded area that noone around owns. It works for AND against ALL sides.
Shamarah2006-03-10 12:22:22
QUOTE(morik @ Mar 10 2006, 07:19 AM) 268391
No. It'd make maintaining a big village-through-village demesne to occupy territory too easy. I like having the fear of having a melded area that noone around owns. It works for AND against ALL sides.
This is exactly what I was going to say.
ferlas2006-03-10 14:23:38
QUOTE(Kharvik @ Mar 10 2006, 12:02 PM) 268386
That's a good idea and would save a lot of time, but.. In order to kill a demesne, you kill the person who melded it, if you could do this transfer then you could almost play a game of monkey in the middle with the group that was trying to get you. "Looks like I'm about to die, *spam demesne transfer alias*, ha I died but they're still getting hit by the demesne because its no longer mine"
Costs 10 power and has a delayed time effect like judgement, 10 seconds to go through and any action stops it from happening.
Acrune2006-03-10 14:42:09
QUOTE(morik @ Mar 10 2006, 07:19 AM) 268391
No. It'd make maintaining a big village-through-village demesne to occupy territory too easy. I like having the fear of having a melded area that noone around owns. It works for AND against ALL sides.
Exactly. This idea has been suggested (a lot) before. Was shot down because right now you can dissolve those pain in the ass demesnes when the owner isn't around. With the ability to transfer, that demesne could very well be there indefinately.
Iridiel2006-03-10 16:10:20
It would also convince those people who don't logoff to sleep because they "absolutely must keep their demesne alive" that sleeping is a healthy possibility.
Morik2006-03-10 16:15:24
QUOTE(Iridiel @ Mar 11 2006, 12:10 AM) 268459
It would also convince those people who don't logoff to sleep because they "absolutely must keep their demesne alive" that sleeping is a healthy possibility.
Making demesnes decay after 2 RL hours would also fix that problem.
Edit: or start decaying slowly after a RL hour or few, so you start 'losing' rooms.
Sipelus2006-03-10 17:09:59
QUOTE(morik @ Mar 10 2006, 02:19 PM) 268391
No. It'd make maintaining a big village-through-village demesne to occupy territory too easy. I like having the fear of having a melded area that noone around owns. It works for AND against ALL sides.
Well, this wouldn't be so bad if the suggestion I saw in an envoy project of limiting demesnes to 20 rooms max gets through
ferlas2006-03-10 17:12:45
Hmm decaying rooms after a certain size, but arnt they limiting the size any way in the envoy reports, it'd be a bit poor if you could only have a small demensce and it faded away, large demensce that faded away would be fine though.
EDIT: Hmm everything fading in two hours would be icky though, imagine the long viliage infulencing having to redemence without dieing during that would be so annoying for mages wouldnt it?
EDIT: Hmm everything fading in two hours would be icky though, imagine the long viliage infulencing having to redemence without dieing during that would be so annoying for mages wouldnt it?
Geb2006-03-10 21:00:51
This suggestion would overpower the class of demesne users. Others before me have stated why. It may seem like a good idea on the surface, but once you deal with trying to break a demesne that is always being controlled you will understand the problem with this suggestion.
Unknown2006-03-10 21:05:25
QUOTE(Sipelus @ Mar 10 2006, 12:09 PM) 268472
Well, this wouldn't be so bad if the suggestion I saw in an envoy project of limiting demesnes to 20 rooms max gets through
Back when Mag had stewarts, they could have made a demense from inside their own northern gates, all the way through the road between the serenwilde and on into stewartsville, and the only places that would have been breakable would have been at a group of 20+ guards.
Now, this didn't happen, but various druids/mages have left similar demenses up in the past. I heard something about shallach being unbreakable for awhile there.
I'm a bit concerned 20 might be to small(when zones are 100 rooms sometimes)... but I'm glad it's being reduced from what it was.
Oh, and ya, I think transfering would be to unbalancing. In fact, I don't understand why demenses don't poof when people quit out, like how entourages do.
Iridiel2006-03-13 17:33:30
QUOTE(morik @ Mar 10 2006, 05:15 PM) 268460
Making demesnes decay after 2 RL hours would also fix that problem.
Edit: or start decaying slowly after a RL hour or few, so you start 'losing' rooms.
Or would make said people to move around compulsively re-demesning anything that decays, and sleeping even less
I keep hearing about people spending 18h in influencing, and nobody gets paid to play this game, so I think it's all due toa sense of duty on the players.
Acrune2006-03-13 20:24:19
QUOTE(Wesmin @ Mar 10 2006, 04:05 PM) 268604
In fact, I don't understand why demenses don't poof when people quit out, like how entourages do.
Wow... that'd be nice. At least to me. No more worry about going to sleep leaving Celestia melded
Edit: then again, would be a nightmare if you got disconnected. Meh.
ferlas2006-03-13 20:53:23
QUOTE(Acrune @ Mar 13 2006, 08:24 PM) 269364
Wow... that'd be nice. At least to me. No more worry about going to sleep leaving Celestia melded
Edit: then again, would be a nightmare if you got disconnected. Meh.
...11% of my reserves for the standard defences, nothing fancy like yellow or orange either, Getting dc with fae and nightkiss is so frustrating.
Unknown2006-03-13 23:27:37
QUOTE
...11% of my reserves for the standard defences, nothing fancy like yellow or orange either, Getting dc with fae and nightkiss is so frustrating.
I generally have 10p for drawdown and at least 12p for fae, just to even begin hunting. Things like hexaura, hexsense, etc make things much worse. Then (though I don't have them yet) there are things like yellow and orange, sometimes harvest moon or something of the sort...
DC as a wiccan is a rediculous power loss.
Acrune2006-03-14 01:43:13
I'd rather lose power then a demesne that covers most of say... the Inner Sea. The last time I melded that I had about 150 rooms before I decided I had enough of it to work with
Unknown2006-03-14 01:56:25
QUOTE(Acrune @ Mar 13 2006, 03:24 PM) 269364
Edit: then again, would be a nightmare if you got disconnected. Meh.
Not really, there are two types of disconnections, one, which is seen as some part of the internets fault, and one which is seen as you doing it yourself.
In the one case, you keep entourages/defences, and in the other you lose them all.
I've already had my internet have a little hiccup, and my fae didn't just poof.