Rauros2005-10-06 14:58:00
Gregori: When they remove that whole "Don't be so hasty" message because the game is lagging, forcing me to type "n" wait 2 seconds, type "n" again, wait 2 seconds... etc., I'll take your statement seriously.
Eyod2005-10-06 15:00:43
Magical transport is just cruecial in Lusternia, it's that simple.
anyways, it does kind of annoy me when people can't find landmarks in the serenwilde. When the printing press appeared and I was telling people it was in the old building near the flame, they just didn't seem to get it. You know the flame, big blue burning rock?
anyways, it does kind of annoy me when people can't find landmarks in the serenwilde. When the printing press appeared and I was telling people it was in the old building near the flame, they just didn't seem to get it. You know the flame, big blue burning rock?
Gregori2005-10-06 15:01:16
Rauros I have been on IRE games for years, I have never had a problem with walking. In Achaea when all other Sentinels were looking for a Track target and Tracking, I was walking there and saying ok I am here, use me to track. The same is true in Lusternia I walk everywhere, except for when I get that certain feeling called... laziness... and I (ab)use my ability to create a forest and flow on home.
Unknown2005-10-06 15:02:39
QUOTE(Rauros @ Oct 6 2005, 04:58 PM)
Gregori: When they remove that whole "Don't be so hasty" message because the game is lagging, forcing me to type "n" wait 2 seconds, type "n" again, wait 2 seconds... etc., I'll take your statement seriously.
200020
You lagging is not a factor to consider, sorry.
Gregori2005-10-06 15:10:19
Eyod: I know people who have been in Lusternia from the first day with me, and they ask me how to get to places because they have always flowed to someone there, or had someone flow them there.
I think it is sad that so much time was put into the descriptions by the creators of Lusternia, and very few people actually spend the time to learn it because of the ease of magical transport.
EDIT::
Transport skills are great to have, they are a convenience though. Don't mistake them for a necessity.
I think it is sad that so much time was put into the descriptions by the creators of Lusternia, and very few people actually spend the time to learn it because of the ease of magical transport.
EDIT::
Transport skills are great to have, they are a convenience though. Don't mistake them for a necessity.
Narsrim2005-10-06 15:19:36
I think before people spout off about how flow is the most viable means of transport, they need to actually create a character with flow and test it out. Most of the time when I'm
1. Doing something important
2. Doing something outside of Serenwilde/Seren villages
There is no forest. However as I said earlier, one mushroom circle can produce up to like 150 spores in its current form. That is far more viable... and I use spores far more than I use flow.
1. Doing something important
2. Doing something outside of Serenwilde/Seren villages
There is no forest. However as I said earlier, one mushroom circle can produce up to like 150 spores in its current form. That is far more viable... and I use spores far more than I use flow.
Gregori2005-10-06 15:23:35
Flow is easily the most used skill by Druids simply because we always have forest near us. It makes perfect sense that you would use spores more than Flow. I use Flow more than spores, simply because I can't just pop up a circle. In fact I think I can count the number of times I have used spores on one hand, and that was during my mass killing of Crow days when I was spore whoring my way from the Moonglory to White Hart to beat Daevos' attempts to chop off my head.
Murphy2005-10-06 15:24:06
if you were a druid you'd use it a lot more
and after all these years i STILL dont know my way around glomdoring, its quite sad really
and after all these years i STILL dont know my way around glomdoring, its quite sad really
Eyod2005-10-06 17:16:17
whenever I'm outside serenwilde its a spore ive gotten from someones circle. unless I luck upon the remnants of someones forest demesne, then I'll use flow.
Gregori2005-10-06 17:19:47
Yup, which really again begs the argument with Wiccans having spores and moonbeam do they truly need Flow, or is that just a convenience they don't want to give up?
Edit::
Wiccans are the masters of the Fae and Moon pathways, Druids are the masters of the forestal pathways.. it makes perfect sense to me.
I realise Shadowdancers are missing one component and I agree they should be given a Night version of Moonbeam.. perhaps raising ther hand a shadow of the Nights passing stretches out to thier target... "A twilight shadow falls upon you as blah appears sliding down screaming WHEEEE!"
ok my imagination runneth over there...
Edit::
Wiccans are the masters of the Fae and Moon pathways, Druids are the masters of the forestal pathways.. it makes perfect sense to me.
I realise Shadowdancers are missing one component and I agree they should be given a Night version of Moonbeam.. perhaps raising ther hand a shadow of the Nights passing stretches out to thier target... "A twilight shadow falls upon you as blah appears sliding down screaming WHEEEE!"
ok my imagination runneth over there...
Unknown2005-10-06 17:21:41
Well, would you want to give up such a great skill?
Corr2005-10-06 17:22:29
Ok my last attempt to help keep this in vein with what Estarra wanted and not just a rant, I'll try to summarize a bit here.
"magical forms" of transportation
Teleport:
Apparently fine, save some want it to not bring groups.
Summon
Apparently fine, save some want it to not bring groups.
Tesseract
Same as above
Flow
Best movement skill in the game, some want it to not bring groups. (bad idea)
Wisp
People who use it say its hard, people who get it used against them say is incrediblly strong.
Beckon
Needs to stop working through things that stop normal movement, like doors, icewalls or if webbed etc.
Demense Summon
Seems to only be talked about in how it compares to wisp.
Unite
Needs to remove the power cost.
Would be nice if Seek/Unite could be used in one Alias like it use to be.
Recall
Via
Pretty much useless because of the way roads are made, should be more like Flow for Urban Areas. Going either Neutral to neutral, flooded to flooded, or tainted to tainted, just like flow does.
PathFinding
Everyone loves it.
Nexii
No comments
Rifts
No comments
Totem Return
Needs to remove the power cost.
Spores
Needs to not gring groups of PCs
Hermit
No comment
Travel
No comments.
Moonbeam
Is fine.
"magical forms" of transportation
Teleport:
Apparently fine, save some want it to not bring groups.
Summon
Apparently fine, save some want it to not bring groups.
Tesseract
Same as above
Flow
Best movement skill in the game, some want it to not bring groups. (bad idea)
Wisp
People who use it say its hard, people who get it used against them say is incrediblly strong.
Beckon
Needs to stop working through things that stop normal movement, like doors, icewalls or if webbed etc.
Demense Summon
Seems to only be talked about in how it compares to wisp.
Unite
Needs to remove the power cost.
Would be nice if Seek/Unite could be used in one Alias like it use to be.
Recall
Via
Pretty much useless because of the way roads are made, should be more like Flow for Urban Areas. Going either Neutral to neutral, flooded to flooded, or tainted to tainted, just like flow does.
PathFinding
Everyone loves it.
Nexii
No comments
Rifts
No comments
Totem Return
Needs to remove the power cost.
Spores
Needs to not gring groups of PCs
Hermit
No comment
Travel
No comments.
Moonbeam
Is fine.
Unknown2005-10-06 17:25:50
QUOTE
Yup, which really again begs the argument with Wiccans having spores and moonbeam do they truly need Flow, or is that just a convenience they don't want to give up?
That's right, now shhh. SHHH.
Narsrim2005-10-06 21:15:23
I think it also begs the argument that if Druids have center, do they really need flow? The more Aquamancers and Geomancers have to suffer without something like easy transport, and that seems fair.
However, the design for easy transport seems to have had the Wiccan/Guardian in mind.
Wiccans and Guardians get spores/hermit, which are basically the same thing. However, Wiccans get flow for easy transport that cannot be stopped in a forest. Guardians get catacombs, which cannot be stopped on Prime.
However, the design for easy transport seems to have had the Wiccan/Guardian in mind.
Wiccans and Guardians get spores/hermit, which are basically the same thing. However, Wiccans get flow for easy transport that cannot be stopped in a forest. Guardians get catacombs, which cannot be stopped on Prime.
Narsrim2005-10-06 21:16:31
And Corr,
I think your summary is a bit bias and frankly you don't know what you are talking about. For examples, spores already do not take groups.
I think your summary is a bit bias and frankly you don't know what you are talking about. For examples, spores already do not take groups.
Ashteru2005-10-06 21:16:45
You can't really compare flow and catacombs though, as was already stated.
One is in a primary skillset, the other is in a third one not everyone chooses.
One is in a primary skillset, the other is in a third one not everyone chooses.
Narsrim2005-10-06 21:18:44
QUOTE(Ashteru @ Oct 6 2005, 05:16 PM)
You can't really compare flow and catacombs though, as was already stated.
One is in a primary skillset, the other is in a third one not everyone chooses.
One is in a primary skillset, the other is in a third one not everyone chooses.
200198
That's really not a logical argument. That's like saying I can't compare Aeon Tarot to Wanning in Moon. And I'm not exactly sure who "already stated" it, but things tend to be evaluated as to what they have "as a whole" as it provides a more realistic and accurate picture.
-------
When was the last time you saw a decent Celestine without Tarot or a Nihilist? Thus, is it a really a choice *ponder*
Ashteru2005-10-06 21:21:07
It's somewhere in those 14 pages, it was said before. Or in another thread, I am not sure. But it was already said.
And we are talking about availability. Flow -is- fairly low in the prime skillset, so every wiccan gets it, compared to around half, a third of the guardians that take tarot and get high enough for catacombs. There IS a difference there.
And we are talking about availability. Flow -is- fairly low in the prime skillset, so every wiccan gets it, compared to around half, a third of the guardians that take tarot and get high enough for catacombs. There IS a difference there.
Ashteru2005-10-06 21:21:56
QUOTE(Narsrim @ Oct 6 2005, 09:18 PM)
When was the last time you saw a decent Celestine without Tarot or a Nihilist? Thus, is it a really a choice *ponder*
200200
Hrm, I think Nokraenom has Astrology...what's the third choice for Guardians anyway? Oh yeah, Hexes...
Now that Hexes is made a bit better, it's a lot more possible that they don't run around with Tarot, I think. :/
Shayle2005-10-06 21:37:29
QUOTE(Ashteru @ Oct 6 2005, 04:21 PM)
It's somewhere in those 14 pages, it was said before. Or in another thread, I am not sure. But it was already said.
And we are talking about availability. Flow -is- fairly low in the prime skillset, so every wiccan gets it, compared to around half, a third of the guardians that take tarot and get high enough for catacombs. There IS a difference there.
And we are talking about availability. Flow -is- fairly low in the prime skillset, so every wiccan gets it, compared to around half, a third of the guardians that take tarot and get high enough for catacombs. There IS a difference there.
200201
Actually, unless it's been changed (please change this!)--not all wiccans and druids get flow early on. Flow doesn't work for Glomdoring druids/wiccans until they've specialized in Night/Crow. We've ended up changing novice requirements because of it. Silly to make them learn a skill they can't use until they master totems.