Demesne Change Idea

by Ethelon

Back to Ideas.

Shamarah2006-02-02 21:50:10
QUOTE(Acrune @ Feb 2 2006, 04:39 PM)
I know that demesnes are on different timers. Maybe they could be averaged or something.  wacko.gif
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All demesnes hit every 10 seconds.
Geb2006-02-02 22:02:28
I like the idea of the demesne size being reduced to 20 max rooms, but the speed increase is not needed in my opinion. 20 rooms is not enough to cover even all of upper Celestia, so there will always be gaps in a demesnes coverage. Also, It will end the unbreakable demesne problems we seem to have on the prime stemming from one mage creating a demesne from one town to a city or looping it around a town and area from one part of his city to another.

Since I believe demesnes are here to stay, I feel the best way to fix the problem with them controlling the battlefield is to make the changes to wisp/demesne summon I've suggested. It is really being summoned into a large group that is the game breaker in my mind. With the changes in summon that I’ve suggested, an enemy demesne can still be broken allowing each side to have a foothold in the battle. I would love something different than demesnes, but I think the development time and costs to create the new main skill-sets would be too steep.
Athana2006-02-02 22:11:12
Smaller demesnes would be nice, Nil (excluding the pits) is 23 rooms so that's still going to suck but if wisp/demesne summon is changed or even just removed completely I think demesnes would be a lot more tolerable.

Edit: and yes, I do not think demesnes are going anywhere for now. As much as I would love them to be trashed it would take too much time sad.gif
Unknown2006-02-02 22:26:15
- Demesnes reduced to 20 rooms.
- Demenses itself as a terrain would have just let's say two effects going, significantly less impact but still noticeable.
- Mages would assume elemental form (which doesn't mean they'd become raw elements, just some aspects of it - talking cosmetics here) and the rest of the effects would only work in mage's location. They'd move with him, only work in a demesne - but not necessarily his own, any demesne of the right type.

Something like that. Does that make sense?
Acrune2006-02-02 22:45:39
QUOTE(Shamarah @ Feb 2 2006, 04:50 PM)
All demesnes hit every 10 seconds.
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Hmm, someone told me once that learning Aquamancy would speed it up. I really need to stop listening to what people tell me. doh.gif
Geb2006-02-02 22:53:33
QUOTE(Kashim @ Feb 2 2006, 11:26 PM)
- Demesnes reduced to 20 rooms.
- Demenses itself as a terrain would have just let's say two effects going, significantly less impact but still noticeable.
- Mages would assume elemental form (which doesn't mean they'd become raw elements, just some aspects of it - talking cosmetics here) and the rest of the effects would only work in mage's location. They'd move with him, only work in a demesne - but not necessarily his own, any demesne of the right type.

Something like that. Does that make sense?
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Protection scrolls reduce demesne effects already. Demesnes even before the scrolls were trivial for me to deal with except for the poison gas from Geo demesnes. So, I disagree with your desired changes.
Soll2006-02-02 23:03:12
I feel demesnes would still be potent even at just ten/five rooms. Just, don't speed up the effects. A suggestion might be to have a number of 'either/or' affects, by adding more effects to each set. Say, you could either have paralysis or stun. Or perhaps damage/mana drain. Or perhaps broken limb/change elevation with stun. This could, perhaps, even be a permanent choice to further diversify mages/druids. When you hit a certain skillrank/level, you can 'skillchoice select aquamancy icefloe/newskillwithgoodeffect' From then on, you cannot change that skill without forgetting the skillset and relearning. You have that effect.

In conclusion, perhaps have more demesne effects, but do not speed them up.
Vesar2006-02-02 23:05:18
Here's a thought, kind of a blending of the ideas already presented and a few of my own.

What if, as skill increases, the mages/druids could summon orbs which they could animate around them to do their bidding. Say, maximum of three, which each work on their own balances (independant of movements,etc) Maybe takes 1p to summon each one, and they can't be destroyed unless the mage/druid releases them to ther natural elemental state.

Each orb can be used to channel a spell through it, assuming the orb has "balance." These wouldn't be passive effects, and they would need to be actively used, but still hit enemies in the location. In addition, they could be targetted up to 5-10 rooms away, within the area the mage/druid is in.

I don't know about a trans skill... maybe speeding them up, absorbing them into his/her form, or becoming like the an orb themself.

This would emphasis the mage/druid elemental connections while allowimg them to be free of demesnes, and would take care of the demesne summon problem.

Just idle thoughts...

Anyone care to comment?
Xavius2006-02-02 23:08:02
QUOTE(Soll @ Feb 2 2006, 06:03 PM)
I feel demesnes would still be potent even at just ten/five rooms...
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Five is too few for the way things work now. It takes a full minute to set up a timed demense. If it's five, I want the sheer pwnage that was an Achaean Sylvan's grove.
Acrune2006-02-02 23:14:52
With five rooms, that not even enough to demesne your room and all adjacent in some places. There is no way a mage in its current state could do that. One of our best avoiding abilities (center) would be near useless (two rooms away, woohoo). Plus, we'd have to be a lot closer then we can really take from warriors.
Murphy2006-02-02 23:46:03
oh i know. How's this for an idea.

Have a vibes type thing where all the current demesne effects work as they would normally.

Do away with the whole melding thing, but to have the demense effects work your need to forcetaint the area.

If another mage/druid is in the room with their effects active, they can't force anything there.



The idea is, a mage has these effects that follow him, but each time he wants to use them he has to taint the area. It will act like focus vibes, but with a twist being that its made into a certain terrain when you forcetaint.
Shamarah2006-02-03 00:45:18
I came up with this a while ago.

QUOTE
Give mages a new "energy" thing. Every couple seconds (like 2-3), you gain 1 energy, and the maximum energy you can have would be, say... 5. For 1 energy, you can use one demesne effect - actively. For 2 energy, you could use two effects simuntaeously. And so on, but the effects only work that one time you use them and they work instantly, so you have to keep timing them and using them carefully. Using demesne effects does NOT take balance of any kind - it just consumes energy. This way, you can time and use the effects actively and however you want. It'd also have the side effect of making things like tsunami/typhoon more useful for knocking people out of the trees/sky because you can actually make it happen when you want.


Rethinking it now, you could just make each effect only able to be done every so often depending on the power of the effect, like jellies only every 6 seconds while icefloe every 3, or something. That, or make some of the effects cost more energy than others. The general idea is that mages would have more control over what their effects do, and they wouldn't have to rely on a demesne (because this would replace demesnes), and while they can do small things quickly, they can time effects for a greater power and simultaneity.
Narsrim2006-02-03 00:52:35
QUOTE(geb @ Feb 2 2006, 06:02 PM)
I like the idea of the demesne size being reduced to 20 max rooms, but the speed increase is not needed in my opinion. 20 rooms is not enough to cover even all of upper Celestia, so there will always be gaps in a demesnes coverage. Also, It will end the unbreakable demesne problems we seem to have on the prime stemming from one mage creating a demesne from one town to a city or looping it around a town and area from one part of his city to another.

Since I believe demesnes are here to stay, I feel the best way to fix the problem with them controlling the battlefield is to make the changes to wisp/demesne summon I've suggested. It is really being summoned into a large group that is the game breaker in my mind. With the changes in summon that I’ve suggested, an enemy demesne can still be broken allowing each side to have a foothold in the battle. I would love something different than demesnes, but I think the development time and costs to create the new main skill-sets would be too steep.
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wub.gif
Murphy2006-02-03 01:00:29
I see the problem being 2fold.

The big group summon, and also stonerain-flood-currents-briars-stun
Shamarah2006-02-03 01:16:17
QUOTE(Murphy @ Feb 2 2006, 08:00 PM)
I see the problem being 2fold.

The big group summon, and also stonerain-flood-currents-briars-stun
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If we change wisp/demesne summon (for a delay and not working on monos), that's the big problem right there, the rest is just small stuff that can easily be dealt with. (Except stonewalls; I think those need changing).
Xavius2006-02-03 01:32:24
Briars bother me more than stonewalls, but I suppose that's because I have tumble and my whole commune has leap, but meh.
Murphy2006-02-03 01:36:58
personally i think stonerain and currents need changing, and also needlerain stripping waterwalk has to go. Its rediculous when you have deluge up.
Shiri2006-02-03 01:37:24
Briars bother me, but stonewalls bother me more...I just tiph when I run into briars, and the rest of my team is unhindered, but people get so disorganised when they're tackling an obstacle you have to hurdle individually like that. Not sure if it's worth nerfing but.
Daganev2006-02-03 01:39:48
can you crash briars?
Shiri2006-02-03 01:40:34
QUOTE(daganev @ Feb 3 2006, 01:39 AM)
can you crash briars?
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Never tried, it's not worth the time I think.