Unknown2005-10-05 06:45:08
QUOTE(Thorgal @ Oct 5 2005, 01:43 AM)
I've only one request, Via to work on all urban territory, not area-restricted, but only into places you're not enemied to.
For example you'd be able to Via to someone at the Pool of Stars if you're not enemied to Celest, but you can't if you're enemied. This will at least put city village defence on par with commune village defence, since they can flow across the world instantly, with whole armies in tow.
For example you'd be able to Via to someone at the Pool of Stars if you're not enemied to Celest, but you can't if you're enemied. This will at least put city village defence on par with commune village defence, since they can flow across the world instantly, with whole armies in tow.
199041
It depends, really - villages aren't all urban rooms, while we can forest. Not on-par. And via needs to be changed. Movement on the target's end does not stop it. That needs to be fixed, IMO.
Thorgal2005-10-05 06:49:14
Not it doesn't, Flow isn't stopped by anything either, not monoliths, not moving, not shielding, nothing. You just have to forest your villages and you can instantly and unpreventably move an entire army to the raider.
Via's mechanics should stay as they are, but be expanded to work on all non-enemy urban territory.
Or Flow be made area-only and to not bring your entourage, so it's a little more on par with Via.
Via's mechanics should stay as they are, but be expanded to work on all non-enemy urban territory.
Or Flow be made area-only and to not bring your entourage, so it's a little more on par with Via.
Unknown2005-10-05 06:52:29
QUOTE(Thorgal @ Oct 5 2005, 01:49 AM)
Not it doesn't, Flow isn't stopped by anything either, not monoliths, not moving, not shielding, nothing. You just have to forest your villages and you can instantly and unpreventably move an entire army to the raider.
Via's mechanics should stay as they are, but be expanded to work on all non-enemy urban territory.
Or Flow be made area-only, so it's a little more on par with Via.
Via's mechanics should stay as they are, but be expanded to work on all non-enemy urban territory.
Or Flow be made area-only, so it's a little more on par with Via.
199047
Err, via isn't area-only, and is not stopped by anything, to my knowledge.
Shorlen2005-10-05 06:53:13
QUOTE(Thorgal @ Oct 5 2005, 02:49 AM)
Not it doesn't, Flow isn't stopped by anything either, not monoliths, not moving, not shielding, nothing. You just have to forest your villages and you can instantly and unpreventably move an entire army to the raider.
Via's mechanics should stay as they are, but be expanded to work on all non-enemy urban territory.
Via's mechanics should stay as they are, but be expanded to work on all non-enemy urban territory.
199047
You can stop flow by tainting or flooding or summoning a different type of forest though. We can't do anything to make a place not urban.
Thorgal2005-10-05 06:53:15
It only works on the highways dude...
Thorgal2005-10-05 06:54:19
QUOTE(Shorlen @ Oct 5 2005, 08:53 AM)
You can stop flow by tainting or flooding or summoning a different type of forest though. We can't do anything to make a place not urban.
199050
Yes, and unlike Flow, Via wouldn't be instant nor would it work on enemy territory, fair tradeoff.
Shorlen2005-10-05 06:56:23
QUOTE
I've only one request, Via to work on all urban territory, not area-restricted, but only into places you're not enemied to.
For example you'd be able to Via to someone at the Pool of Stars if you're not enemied to Celest, but you can't if you're enemied. This will at least put city village defence on par with commune village defence, since they can flow across the world instantly, with whole armies in tow.
For example you'd be able to Via to someone at the Pool of Stars if you're not enemied to Celest, but you can't if you're enemied. This will at least put city village defence on par with commune village defence, since they can flow across the world instantly, with whole armies in tow.
QUOTE
Not it doesn't, Flow isn't stopped by anything either, not monoliths, not moving, not shielding, nothing. You just have to forest your villages and you can instantly and unpreventably move an entire army to the raider.
Via's mechanics should stay as they are, but be expanded to work on all non-enemy urban territory.
Or Flow be made area-only and to not bring your entourage, so it's a little more on par with Via.
Via's mechanics should stay as they are, but be expanded to work on all non-enemy urban territory.
Or Flow be made area-only and to not bring your entourage, so it's a little more on par with Via.
QUOTE(Thorgal @ Oct 5 2005, 02:53 AM)
It only works on the highways dude...
199051
We're talking about how it would be with your suggestions, not how it currently is o_O
EDIT so I don't postspam:
QUOTE
Yes, and unlike Flow, Via wouldn't be instant nor would it work on enemy territory, fair tradeoff.
But if you can't stop them with monoliths or with moving or with getting off the highway, how the heck do you stop them from viaing to you? But if it didn't work into enemy territory, that wouldn't be a problem. But it would be a problem if people had random novices via them in to raid.
Unknown2005-10-05 06:57:28
QUOTE(Thorgal @ Oct 5 2005, 01:53 AM)
It only works on the highways dude...
199051
Flow only works in forests, dude..
And we're suggesting it be changed to highways and urban - as well, speeding up the process. However, I don't like the idea of essentially being unable to run from it. No form of teleportation except via is unstoppable. Flow can be avoided simply by changing the nature of the room (flood/taint). Via can only be changed by leaving the base environ perm.
Nokraenom2005-10-05 06:58:47
I disagree about the existence of pathways negating the possibility of having intra-plane Gateweaving. Pathways are meant for only Hunters and Ecologists. Rifts can be used by anyone with that level of skill in Planar. On Prime, that would be anyone.
Pathways would still remain more tactically useful for Trackers/Ecologists since they are the only ones who can use them, create them, and destroy them, the latter two being the sole province of the Communes. Cities should be able to have -some- sort of equivalent.
Pathways would still remain more tactically useful for Trackers/Ecologists since they are the only ones who can use them, create them, and destroy them, the latter two being the sole province of the Communes. Cities should be able to have -some- sort of equivalent.
Thorgal2005-10-05 07:03:42
Often it is impossible to 'simply' change the nature of the environment, especially when raiding. So the point stands, have Via work all over urban Prime, as long as you're not enemied to the area. There is a delay, a warning, and an enemy restriction, Flow has none of that, but unlike Via, can be stopped if a mage is able to taint or flood the room, fair tradeoff.
At least raiding cities will be as hard as raiding communes then.
At least raiding cities will be as hard as raiding communes then.
Unknown2005-10-05 07:04:03
QUOTE(Nokraenom @ Oct 5 2005, 01:58 AM)
I disagree about the existence of pathways negating the possibility of having intra-plane Gateweaving. Pathways are meant for only Hunters and Ecologists. Rifts can be used by anyone with that level of skill in Planar. On Prime, that would be anyone.
Pathways would still remain more tactically useful for Trackers/Ecologists since they are the only ones who can use them, create them, and destroy them, the latter two being the sole province of the Communes. Cities should be able to have -some- sort of equivalent.
Pathways would still remain more tactically useful for Trackers/Ecologists since they are the only ones who can use them, create them, and destroy them, the latter two being the sole province of the Communes. Cities should be able to have -some- sort of equivalent.
199059
They can't be destroyed, actually. Planar gateways are meant to go between planes - pathways are meant to go intra-planar. I mean, introducing intra-planar rifts is totally negating pathways - in fact, it totally removes the point, as intra-planar rifts are much easier, cost-wise they're pretty equal (2k mana and 10 power on both ends, or 2k ego and 10 power on both ends), and doesn't have the same terrain restriction pathways do.
Sylphas2005-10-05 07:10:09
Regardless of what else changes, I still don't think Flow should bring entourage.
Really though, it's always been that cities have the advantage in finding people, and communes have the advantage in getting to them.
Really though, it's always been that cities have the advantage in finding people, and communes have the advantage in getting to them.
Unknown2005-10-05 07:11:35
QUOTE(Sylphas @ Oct 5 2005, 02:10 AM)
Regardless of what else changes, I still don't think Flow should bring entourage.
Really though, it's always been that cities have the advantage in finding people, and communes have the advantage in getting to them.
Really though, it's always been that cities have the advantage in finding people, and communes have the advantage in getting to them.
199065
Flow is fine. Do not touch it, or fear my Mighty Rusty Scissors of Castration.
Nokraenom2005-10-05 07:11:42
QUOTE(Ye of Little Faith @ Oct 5 2005, 01:04 AM)
They can't be destroyed, actually.
199062
...and there's a very stark, noticable difference. Rifts can be destroyed, by -anyone- with enough Planar, and can be used by anyone as opposed to Pathways which are useable by 2/3 guilds in both the communes, as opposed to 1/3 in the cities.
Unknown2005-10-05 07:12:58
QUOTE(Nokraenom @ Oct 5 2005, 02:11 AM)
...and there's a very stark, noticable difference. Rifts can be destroyed, by -anyone- with enough Planar, and are useable by 2/3 guilds in both the communes, as opposed to 1/3 in the cities.
199067
Pathfind allows ents, too. so, find your local tracker and hitch a ride. Or just use the Catacombs like we use the Etherwilde. The Etherwilde Rift Depot, please pick your poison..
Sylphas2005-10-05 07:13:53
Intra planar rifts would totally negate the usefulness of Paths. Yes, they can be destroyed. They can also be used by anyone, and made by anyone. This is -incredibly- useful, especially as not everyone has Hunting, even within guilds that can get it.
Unknown2005-10-05 07:15:04
QUOTE(Narsrim @ Oct 5 2005, 01:14 AM)
2. Mushroom circles should decay when the caster leaves. The ability to generate 100s of spores for 1p is both just wrong and it creates excessive spore clutter
199035
I think something needs to be done, but poping out when the caster does... seems a bit much, then you'd get maybe 15 at MOST every (for people like me who stay around for 15 hours at a time) but a limit on them. the BEST thing i can come up with, is when the circle decays, all spores vanish.
Unknown2005-10-05 07:17:27
QUOTE(Shorlen @ Oct 5 2005, 02:33 AM)
Moonbeam should not work across manses.
Moonbeam should instantly cancel if you move.
Moonbeam should instantly cancel if your target moves.
Moonbeam should instantly cancel if you move.
Moonbeam should instantly cancel if your target moves.
199035
Moonbeam DOES cancel if your target moves. *pokes the High Wisdom, who should know these things*
INSTANTLY cancel? it really doesn't matter anyway, whenever they move it waits till the end of the normal counter and then "the moonbeam dissapears" moonbeam is fine(which can be bad for the caster as well), seeing as you wait till the end and you waste time waiting for it), just with this next change --> it shouldn't work across manses, the best/easyest way I see of solving that problem would be to make all manses a differant local zone, which would help with Moonbeam, and some tracking skills as well.
Via made to include Urban, sounds nice, allowing them to transport around their own cities fast sounds nice, so from anywhere on a highway and their cities to anywher on a high and their cities. maybe not ALL urban though...unless the antisummon shield stops via as well.. I wouldn't want people Via'ing into the Moondance Tower...
Nokraenom2005-10-05 07:18:17
QUOTE(Sylphas @ Oct 5 2005, 01:13 AM)
Yes, they can be destroyed. They can also be used by anyone, and made by anyone. This is -incredibly- useful, especially as not everyone has Hunting, even within guilds that can get it.
199070
Absolutely correct. In fact, it goes against Ur'Guard and Paladin established RP to pick Tracking over Necromancy/Sacraments, and those that do are considered outsiders and mercenaries (As well as Seren/Ebonguard). On the other hand, it is perfectly great for a Druid to be an Ecologist.
Why are we supposed to rely on them again?
Destroyable rifts v. Undestroyable ones (albeit limited in their placement). Which do you think is better?
Sylphas2005-10-05 07:22:27
The ones everyone can use, by FAR. Also, undestroyable rifts are a pain since you can't ever move them. They are a permanent security hazard, depending on where you put them, and if they're anywhere convenient, they probably would be.