Shaeden2006-01-23 04:07:51
I like the idea of making the Demesnes smaller (someone suggested 20 rooms?) I like this idea. Maybe a little smaller (15- 17) because now it would take about 4 mages to demesnes a village, so you would actaully need you whole mage/druid guild rather than the one transed mage
Xavius2006-01-23 04:44:44
QUOTE(shaeden @ Jan 22 2006, 11:07 PM)
I like the idea of making the Demesnes smaller (someone suggested 20 rooms?) I like this idea. Maybe a little smaller (15- 17) because now it would take about 4 mages to demesnes a village, so you would actaully need you whole mage/druid guild rather than the one transed mage
249325
That is precisely why this would be a bad idea. If you're going to make demesnes that small, go ahead and make them one room and upgrade them to look like groves or vibes from Achaea. I swear, you'll all cry to have demesnes back.
First, having the whole area demesned by one person is an ADVANTAGE to the opposing side. That's right. It's a GOOD THING. You kill that mage and the demesne effects go away. If it's held by a series of mages, then you only remove part of the threat. In addition, it means that only that one mage can break the encroaching territory to remeld it. Thus, the demesne collapses faster.
Second, we have enough issue with conflicts being decided by sheer force of numbers. Let's not contribute to that.
Athana2006-01-23 04:55:18
Another problem I have with demesnes--
It allows a group of people to completely take over an area (like the cosmic planes for example!) if a few are able to stealthily creep onto Nil or Celestia they can easily just demesne the entire place and pick of a defending group with demesne summon/wisp until they get bored or have nothing left to kill. It should NOT be like this, the defenders should -always- have the upper hand in these instances.
It allows a group of people to completely take over an area (like the cosmic planes for example!) if a few are able to stealthily creep onto Nil or Celestia they can easily just demesne the entire place and pick of a defending group with demesne summon/wisp until they get bored or have nothing left to kill. It should NOT be like this, the defenders should -always- have the upper hand in these instances.
Geb2006-01-23 04:56:13
20 rooms are enough for any demesne. There is no need for one person to control more real estate than that. I am of the firm belief that a demesne controlled by one person should not determine the outcome of a fight between two armies. You have a problem with numbers? Then it is incumbent upon your community to bring in the numbers.
Veonira2006-01-23 05:37:00
QUOTE(Athana @ Jan 22 2006, 11:55 PM)
Another problem I have with demesnes--
It allows a group of people to completely take over an area (like the cosmic planes for example!) if a few are able to stealthily creep onto Nil or Celestia they can easily just demesne the entire place and pick of a defending group with demesne summon/wisp until they get bored or have nothing left to kill. It should NOT be like this, the defenders should -always- have the upper hand in these instances.
It allows a group of people to completely take over an area (like the cosmic planes for example!) if a few are able to stealthily creep onto Nil or Celestia they can easily just demesne the entire place and pick of a defending group with demesne summon/wisp until they get bored or have nothing left to kill. It should NOT be like this, the defenders should -always- have the upper hand in these instances.
249345
Agreed.
Also. Can someone please explain the logic behind wisp still following through after you taint? Unless you have perfect timing and beat a reflex while tainting, you're dead.
Acrune2006-01-23 05:38:49
I dunno, but other things are the same way. Like, if you get summoned, then you shield, you still get summoned.
Veonira2006-01-23 05:49:21
QUOTE(Acrune @ Jan 23 2006, 12:38 AM)
I dunno, but other things are the same way. Like, if you get summoned, then you shield, you still get summoned.
249363
Well I actually mean like, I want to know the actual logic. Is the wisp like a yo-yo so once it goes it comes right back?
Narsrim2006-01-23 05:53:51
QUOTE(Veonira @ Jan 23 2006, 01:37 AM)
Agreed.
Also. Can someone please explain the logic behind wisp still following through after you taint? Unless you have perfect timing and beat a reflex while tainting, you're dead.
Also. Can someone please explain the logic behind wisp still following through after you taint? Unless you have perfect timing and beat a reflex while tainting, you're dead.
249362
It is in my envoy report to be changed. The idea so far is that once it starts, the wisp has caught you and pulls you even if you change the terrain. I agree that isn't exactly fair so it will hopefully change.
Veonira2006-01-23 05:54:18
QUOTE(Narsrim @ Jan 23 2006, 12:53 AM)
It is in my envoy report to be changed.
249366
....
There are no words <3
Daganev2006-01-23 08:17:37
QUOTE(Murphy @ Jan 22 2006, 10:07 AM)
I think they make lusternia a lot less fun in terms of group combat. I find it incredibly tedious and boring to have 'demesne wars' where you all squabble for an inch of ground and you just camp it for ages.
249101
Just like WWI!
Torak2006-01-23 10:24:11
QUOTE(Xavius @ Jan 23 2006, 12:44 AM)
That is precisely why this would be a bad idea. If you're going to make demesnes that small, go ahead and make them one room and upgrade them to look like groves or vibes from Achaea. I swear, you'll all cry to have demesnes back.
First, having the whole area demesned by one person is an ADVANTAGE to the opposing side. That's right. It's a GOOD THING. You kill that mage and the demesne effects go away. If it's held by a series of mages, then you only remove part of the threat. In addition, it means that only that one mage can break the encroaching territory to remeld it. Thus, the demesne collapses faster.
Second, we have enough issue with conflicts being decided by sheer force of numbers. Let's not contribute to that.
First, having the whole area demesned by one person is an ADVANTAGE to the opposing side. That's right. It's a GOOD THING. You kill that mage and the demesne effects go away. If it's held by a series of mages, then you only remove part of the threat. In addition, it means that only that one mage can break the encroaching territory to remeld it. Thus, the demesne collapses faster.
Second, we have enough issue with conflicts being decided by sheer force of numbers. Let's not contribute to that.
249338
That is kind of the idea behind this, demesnes are too big as it currently stands and one person controls too much territory, and demesnes hardly need any upgrades. They are just as good as groves/vibes, if you can't use your skillset effectively that is too bad. Either way they need to be limited more then they are, and trust me, it is easier to break something that's owned by 4 people. When the issue is huge and ongoing like demesnes, generally it is agreed on by the masses that something needs to be changed..
Narsrim2006-01-23 12:19:12
QUOTE(Torak @ Jan 23 2006, 06:24 AM)
That is kind of the idea behind this, demesnes are too big as it currently stands and one person controls too much territory, and demesnes hardly need any upgrades. They are just as good as groves/vibes, if you can't use your skillset effectively that is too bad. Either way they need to be limited more then they are, and trust me, it is easier to break something that's owned by 4 people. When the issue is huge and ongoing like demesnes, generally it is agreed on by the masses that something needs to be changed..
249413
Going to agree with you here. Anyone who thinks it is harder to break 4 smaller demesne versus one big demesne is just silly.
Archthron2006-01-23 14:17:10
Several comments:
1. The last village influencing, there were only three, and at many times two, druids on who could actually make an effective demesne, or indeed any demesne at all. I don't know about you others, but having such small demesne limits as 20 rooms means that it is clearly impossible to have an effective control unless you get lucky and have a series of skilled mage/druids on at the time. Your community's ability to gain effective control in village influencings should not depend solely on how many mage/druids happen to be on; that is to say, a single skilled mage/druid could potentially hold the whole village demesne, however it would be very difficult to keep it intact. Also...
2. I haven't read this whole thing, but at the start someone brought up protection scrolls and love potions... EGADS! With a protection scroll up, a person can walk through my demesne only taking a bit of damage now and then. With a love potion, they can protect themselves from All my effects upon entering the room where I'm standing, so I have almost no protection from them killing me. Not to mention:
3. It is amazingly easy to kill a mage/druid when you're wandering around in a group, such as people are doing. It took me an average of 1 second to die when such groups found me. Perhaps it's harder for mages, but in that case it's clear that mages are the problem, not demesnes. For instance, I've seen considerable annoyances over demesne summoning. So, get rid of it! or perhaps make it harder to do, and everything will be back to normal.
Just my thoughts.
1. The last village influencing, there were only three, and at many times two, druids on who could actually make an effective demesne, or indeed any demesne at all. I don't know about you others, but having such small demesne limits as 20 rooms means that it is clearly impossible to have an effective control unless you get lucky and have a series of skilled mage/druids on at the time. Your community's ability to gain effective control in village influencings should not depend solely on how many mage/druids happen to be on; that is to say, a single skilled mage/druid could potentially hold the whole village demesne, however it would be very difficult to keep it intact. Also...
2. I haven't read this whole thing, but at the start someone brought up protection scrolls and love potions... EGADS! With a protection scroll up, a person can walk through my demesne only taking a bit of damage now and then. With a love potion, they can protect themselves from All my effects upon entering the room where I'm standing, so I have almost no protection from them killing me. Not to mention:
3. It is amazingly easy to kill a mage/druid when you're wandering around in a group, such as people are doing. It took me an average of 1 second to die when such groups found me. Perhaps it's harder for mages, but in that case it's clear that mages are the problem, not demesnes. For instance, I've seen considerable annoyances over demesne summoning. So, get rid of it! or perhaps make it harder to do, and everything will be back to normal.
Just my thoughts.
Unknown2006-01-23 14:43:53
It's been how long since I've been on these forums, and you guys are still discussing and repeating the same things said about Demesnes months ago, many times over. I think they are probably here to stay in their current form by now.
Though back then I was saying they should be shrunk to a smaller maximum rooms (like 10 or 5), and I would still probably think that now.
Though back then I was saying they should be shrunk to a smaller maximum rooms (like 10 or 5), and I would still probably think that now.
Devris2006-01-23 14:49:48
Are we discussing Demesnes in General or Demesnes in Influencing? If you want to open the influencing door, you have a whole mess of other issues. Namely, Sanctuary which will be used to lock the edges of any demesne, so you will still have the same issues there.
Geb2006-01-23 17:35:58
QUOTE(Torak @ Jan 23 2006, 11:24 AM)
They are just as good as groves/vibes, if you can't use your skillset effectively that is too bad.
249413
I have to disagree with you on that statement. I've been a mage in Achaea, and vibe effects are far superior to mage/druid demesnes. The only demesne with effects that comes close to approximating the power of mage vibes is the Geo-demesne. Still, it pales in comparison to the raw afflicting and damaging power of an artifact mage’s fully realized vibes.
Torak2006-01-23 17:52:51
Hrm, true.
Unknown2006-01-23 23:15:04
If they are made smaller (and that is a good idea), could we reevaluate how effective they are at range?
At the moment, they really don't do anything unless the Druid actually goes to attack the intruders individually. Which sort of contravenes the point of a demesne.
Edit: I also wish we could rework the concept of demesnes, rather than just shrinking their usefulness... I really don't think it will change most of the problems with them.
At the moment, they really don't do anything unless the Druid actually goes to attack the intruders individually. Which sort of contravenes the point of a demesne.
Edit: I also wish we could rework the concept of demesnes, rather than just shrinking their usefulness... I really don't think it will change most of the problems with them.
Torak2006-01-23 23:41:14
Um, they are fine at a range, and work perfectly if you ask me. You should HAVE to go an attack the person inside for it to be effective ..
Archthron2006-01-23 23:49:40
The problem with that being that almost all people you go to attack are more likely to kill you instead, unless they're on their own, which noone of importance is likely to be.