Ixion2010-05-14 00:04:10
What's the syntax on the comms list by trade again?
Unknown2010-05-14 00:13:14
design commodities
Ixion2010-05-14 00:14:27
Thank you.
Mirami2010-05-14 00:16:13
So, basically, everything just got more expensive?
Xenthos2010-05-14 00:18:51
QUOTE (Romertien @ May 13 2010, 08:16 PM) <{POST_SNAPBACK}>
So, basically, everything just got more expensive?
Correct.
(I suggested they halve the costs of comms in villages to try to stabilize prices of goods at about where they are now, but... eh.)
Lendren2010-05-14 00:26:05
QUOTE (Vendetta Morendo @ May 13 2010, 07:30 PM) <{POST_SNAPBACK}>
150+ comms for a rug is rubbish.
While I'm glad artisans took a smaller hit than most, the number of things that I'll probably never make again went from 1/3 of the skills to about 1/2 even for us. Ironically, perhaps, the things that took the biggest hit were the tinkering items, music boxes, watches, and horns, which have never sold anyway. There are some in my shops I made literally the day after Tinkering came out that still have never sold. So at least that won't hurt that bad.
The other terrible, terrible thing about this terrible idea: Herbs and Alchemy so far have taken no hit. Maybe that still coming. But those two skillsets were already easily twice as good as the rest, economically speaking. And they just got a huge boost, relatively. (That said, I am not hoping to see Herbs take a hit because what hit could it take, other than reduced herb production, which would be a catastrophe for a lot more than herbalists. If anything, herb production should double, which would cause prices to plummet, which would be the best way to make Herbs slightly less insanely better than the others. But then it'd be impossible to keep Alchemy from being the best!)
I'm curious about the "glut", too. As someone who routinely monitors comms via ledger and patrols, I feel pretty sure that we're just barely starting to come out of the biggest commodity drought in the last few RL-years. Powerstones are still selling for almost twice what they sold at a year ago, and still sell out faster than I can stock them, even with quite a few people doing rockeaters just to produce them. Someone somewhere's sitting on some incredible stocks of something, I'm sure; but is it the people who are going to be hit by these changes?
I'm trying to keep an open mind about this, and hope that there's an up-side that's not yet clear.
Estarra2010-05-14 00:26:14
Keep in mind that if the cities and communes released their stockpiles of comms, the prices would actually go down.
I mean, do cities and communes really need tens of thousands of eggs? Or silk? Or silver? Or anything else?
(Seriously, if you emptied the commodity stores in cities and communes, there would be LITERALLY hundreds of thousands of certain commodities!)
I mean, do cities and communes really need tens of thousands of eggs? Or silk? Or silver? Or anything else?
(Seriously, if you emptied the commodity stores in cities and communes, there would be LITERALLY hundreds of thousands of certain commodities!)
Xenthos2010-05-14 00:29:15
QUOTE (Estarra @ May 13 2010, 08:26 PM) <{POST_SNAPBACK}>
Keep in mind that if the cities and communes released their stockpiles of comms, the prices would actually go down.
I mean, do cities and communes really need tens of thousands of eggs? Or silk? Or silver? Or anything else?
(Seriously, if you emptied the commodity stores in cities and communes, there would be LITERALLY hundreds of thousands of certain commodities!)
I mean, do cities and communes really need tens of thousands of eggs? Or silk? Or silver? Or anything else?
(Seriously, if you emptied the commodity stores in cities and communes, there would be LITERALLY hundreds of thousands of certain commodities!)
That's not actually how it works in practice, though.
The villages set the price. Organizations will sell in a specific range set by the villages (part of the whole "profit" thing).
If your organization goes below that, another organization comes along, buys it all out, and sells it at a higher price to make profits for themselves. Over time they'll always get the money back as long as they're cheaper than the most expensive village prices.
Sylphas2010-05-14 00:33:27
QUOTE (Estarra @ May 13 2010, 08:26 PM) <{POST_SNAPBACK}>
Keep in mind that if the cities and communes released their stockpiles of comms, the prices would actually go down.
I mean, do cities and communes really need tens of thousands of eggs? Or silk? Or silver? Or anything else?
(Seriously, if you emptied the commodity stores in cities and communes, there would be LITERALLY hundreds of thousands of certain commodities!)
I mean, do cities and communes really need tens of thousands of eggs? Or silk? Or silver? Or anything else?
(Seriously, if you emptied the commodity stores in cities and communes, there would be LITERALLY hundreds of thousands of certain commodities!)
Short term this might work if everyone plays along. Long term, comm output was not increased, so this is quite literally just a price increase on everything unless we all go commercial, assuming that even brings it back up enough, which I doubt.
Genos2010-06-24 15:00:15
QUOTE
ANNOUNCE NEWS #1590
Date: 6/23/2010 at 23:52
From: Sior the Anomaly
To : Everyone
Subj: May 2010 Envoy Reports
=== May 2010 Envoy Reports ===
o Several abilities previously working inside Brumetower have been
adjusted.
o You can no longer conceal pits while people are inside of them.
o Fusion(Paradigmatics)'s mana and ego drains have been reduced.
o Contemplation(Discernment) has been lowered in the skillset.
o The Dreamer Tarot drains slightly more and lasts longer.
o Displacement(Aeonics) will require a small base timewarp and its base
time shortened by five seconds.
o Balance for placing darts with Spongcree(Nekotai) has been halved.
o Ninombhi now does lacerated limbs instead of numbed limbs.
o Lipreading will work when people's voices get silenced by the wind.
o Angknek (Nekotai) will show an affliction message when giving opened
gut.
Enjoy!
Penned by My hand on the 16th of Estar, in the year 268 CE.
Date: 6/23/2010 at 23:52
From: Sior the Anomaly
To : Everyone
Subj: May 2010 Envoy Reports
=== May 2010 Envoy Reports ===
o Several abilities previously working inside Brumetower have been
adjusted.
o You can no longer conceal pits while people are inside of them.
o Fusion(Paradigmatics)'s mana and ego drains have been reduced.
o Contemplation(Discernment) has been lowered in the skillset.
o The Dreamer Tarot drains slightly more and lasts longer.
o Displacement(Aeonics) will require a small base timewarp and its base
time shortened by five seconds.
o Balance for placing darts with Spongcree(Nekotai) has been halved.
o Ninombhi now does lacerated limbs instead of numbed limbs.
o Lipreading will work when people's voices get silenced by the wind.
o Angknek (Nekotai) will show an affliction message when giving opened
gut.
Enjoy!
Penned by My hand on the 16th of Estar, in the year 268 CE.
Where is Contemplation now in Discernment?
Unknown2010-06-24 15:20:00
QUOTE (Genos @ Jun 24 2010, 10:00 AM) <{POST_SNAPBACK}>
Where is Contemplation now in Discernment?
QUOTE
You have gained the following abilities in Discernment:
Nightsight Use infravision to see in the dark.
Wounds Examine the health of your body parts.
Search Search your location for hidden beings.
Clotheslist Inspect your fashionable attire!
Diagnose Check up on your physical and mental health.
Recognition The ability to recognize people's shouted voices.
FirstAid Quickly focus yourself and attend to wounds.
Keylist See a list of your keys and which doors they open.
Deathsense Perceive tears in the fabric of life.
Assessing Ascertaining the health of a target.
Pipelist Take an inventory of your pipes at a glance.
Thirdeye Give yourself the power of the third eye.
Potionlist Quickly discover what potions you are holding.
Audit Review the condition of your vital possessions.
Hexes See what hexes have been drawn even without the skill.
Illusions Pierce through any illusory terrain at a glance.
Magiclist Lists all your puissant magical items.
Scan Scan the local area for signs of life.
Contemplation Perceive the state of another's mental strength.
Lipread The ability to understand what is said while deaf.
Powersense Ascertain the power status and reserves of another.
Powermask Mask your actions that drain power from nexuses.
Appraise Quickly measure your foe's offensive capability.
Discerning Discern the state of another's energies.
Aethersight Sense disruptions in the aether.
AB DISCERNMENT for more information on an ability.
Nightsight Use infravision to see in the dark.
Wounds Examine the health of your body parts.
Search Search your location for hidden beings.
Clotheslist Inspect your fashionable attire!
Diagnose Check up on your physical and mental health.
Recognition The ability to recognize people's shouted voices.
FirstAid Quickly focus yourself and attend to wounds.
Keylist See a list of your keys and which doors they open.
Deathsense Perceive tears in the fabric of life.
Assessing Ascertaining the health of a target.
Pipelist Take an inventory of your pipes at a glance.
Thirdeye Give yourself the power of the third eye.
Potionlist Quickly discover what potions you are holding.
Audit Review the condition of your vital possessions.
Hexes See what hexes have been drawn even without the skill.
Illusions Pierce through any illusory terrain at a glance.
Magiclist Lists all your puissant magical items.
Scan Scan the local area for signs of life.
Contemplation Perceive the state of another's mental strength.
Lipread The ability to understand what is said while deaf.
Powersense Ascertain the power status and reserves of another.
Powermask Mask your actions that drain power from nexuses.
Appraise Quickly measure your foe's offensive capability.
Discerning Discern the state of another's energies.
Aethersight Sense disruptions in the aether.
AB DISCERNMENT
No idea how many lessons that makes it from inept.
Lawliet2010-06-24 15:59:23
I'm sure that in a few months or weeks or whatever I'll just have lost all semblance of civility and will be reduced to: AQUAMANCERS! FIX! ME NEED FIX NOW BAD!
In all seriousness, Preserve, liquidform and bubble could all use a look at but every time we envoy one of them we're told 'We do not find this neccesary', bah, humbug.
Support envoy report 389! Or else!
In all seriousness, Preserve, liquidform and bubble could all use a look at but every time we envoy one of them we're told 'We do not find this neccesary', bah, humbug.
Support envoy report 389! Or else!
Kante2010-06-24 16:01:20
It would be nice if the Envoys could get together every month, and propose a set of changes (both nerfs and buffs as needed) on a specific class. One month they do mages, the next warriors, the next bards, etc.
But I'm probably crazy for thinking the envoys can work together towards an objective goal of balance.
But I'm probably crazy for thinking the envoys can work together towards an objective goal of balance.
Neos2010-06-24 16:12:29
QUOTE (Kante @ Jun 24 2010, 12:01 PM) <{POST_SNAPBACK}>
It would be nice if the Envoys could get together every month, and propose a set of changes (both nerfs and buffs as needed) on a specific class. One month they do mages, the next warriors, the next bards, etc.
But I'm probably crazy for thinking the envoys can work together towards an objective goal of balance.
But I'm probably crazy for thinking the envoys can work together towards an objective goal of balance.
They're only human.
Kante2010-06-24 16:17:19
QUOTE (AquaNeos @ Jun 24 2010, 12:12 PM) <{POST_SNAPBACK}>
They're only human.
I will just leave this smiley here, to express my distaste.
Unknown2010-06-24 18:46:38
QUOTE
ANNOUNCE NEWS #1590
Date: 6/23/2010 at 23:52
From: Sior the Anomaly
To : Everyone
Subj: May 2010 Envoy Reports
=== May 2010 Envoy Reports ===
o Several abilities previously working inside Brumetower have been
adjusted.
o You can no longer conceal pits while people are inside of them.
o Fusion(Paradigmatics)'s mana and ego drains have been reduced.
o Contemplation(Discernment) has been lowered in the skillset.
o The Dreamer Tarot drains slightly more and lasts longer.
o Displacement(Aeonics) will require a small base timewarp and its base
time shortened by five seconds.
o Balance for placing darts with Spongcree(Nekotai) has been halved.
o Ninombhi now does lacerated limbs instead of numbed limbs.
o Lipreading will work when people's voices get silenced by the wind.
o Angknek (Nekotai) will show an affliction message when giving opened
gut.
Enjoy!
Date: 6/23/2010 at 23:52
From: Sior the Anomaly
To : Everyone
Subj: May 2010 Envoy Reports
=== May 2010 Envoy Reports ===
o Several abilities previously working inside Brumetower have been
adjusted.
o You can no longer conceal pits while people are inside of them.
o Fusion(Paradigmatics)'s mana and ego drains have been reduced.
o Contemplation(Discernment) has been lowered in the skillset.
o The Dreamer Tarot drains slightly more and lasts longer.
o Displacement(Aeonics) will require a small base timewarp and its base
time shortened by five seconds.
o Balance for placing darts with Spongcree(Nekotai) has been halved.
o Ninombhi now does lacerated limbs instead of numbed limbs.
o Lipreading will work when people's voices get silenced by the wind.
o Angknek (Nekotai) will show an affliction message when giving opened
gut.
Enjoy!
Woo pits.
Sylphas2010-06-24 18:59:19
QUOTE (Vendetta Morendo @ Jun 24 2010, 11:20 AM) <{POST_SNAPBACK}>
No idea how many lessons that makes it from inept.
It moved from Fabled to Virtuoso, which is nice, but not a huge change.
the Lipreading change.
Lendren2010-06-24 22:56:31
QUOTE (Genos @ Jun 24 2010, 11:00 AM) <{POST_SNAPBACK}>
Where is Contemplation now in Discernment?
I just updated the wiki.
Malarious2010-08-20 18:16:33
QUOTE (Lawliet @ Jun 24 2010, 11:59 AM) <{POST_SNAPBACK}>
I'm sure that in a few months or weeks or whatever I'll just have lost all semblance of civility and will be reduced to: AQUAMANCERS! FIX! ME NEED FIX NOW BAD!
In all seriousness, Preserve, liquidform and bubble could all use a look at but every time we envoy one of them we're told 'We do not find this neccesary', bah, humbug.
Support envoy report 389! Or else!
In all seriousness, Preserve, liquidform and bubble could all use a look at but every time we envoy one of them we're told 'We do not find this neccesary', bah, humbug.
Support envoy report 389! Or else!
QUOTE
Report #13 Skillset: Aquamancy Skill: Preserve
Guild: Aquamancers Status: Approved Jul 2008
Problem: If a target is fully frozen and preserve it cast on them, they will be brought down to half health. The problem with this is that if a target is fully frozen and at 51% health, there health will be brought down 1% which essentially wastes 5 power Freezing a target is extremely difficult as is. It takes three levels of freeze for someone to become frozen. First to strip fire, next to chill, and last to freeze. Freezing is cured by fire potion on a ~1.5 second balance. There are demesne effects that can cause freezing but it can easily be cured before a preserve is possible. Additionally, if a target is frozen and we do cast preserve on them and they go down to 50% health, we can't keep them at that percentage of health due to regeneration/health potion/sparkle/heal scroll, etc. Therefore, if we cast preserve again, they'll be brought right back down to 50% health. This is of course assuming that they don't heal being frozen, which is extremely easy and only takes a sip of fire like was mentioned. Overall, getting a target at half health and frozen is very very difficult against a competent opponent.
Solution #1: Change preserve to deal 50% of targets max health instead of bringing a target to 50% health.
Solution #2: Institute a minimum amount of damage a preserve will do to a target who is completely frozen and above half health. This would eliminate preserve doing minimum damage because the target is close to half health.
Furies' Decision:
Approved to give more damage when preserve cast on someone in a frozen state but not for 50% of max health. We will weigh what the damage should be.
Guild: Aquamancers Status: Approved Jul 2008
Problem: If a target is fully frozen and preserve it cast on them, they will be brought down to half health. The problem with this is that if a target is fully frozen and at 51% health, there health will be brought down 1% which essentially wastes 5 power Freezing a target is extremely difficult as is. It takes three levels of freeze for someone to become frozen. First to strip fire, next to chill, and last to freeze. Freezing is cured by fire potion on a ~1.5 second balance. There are demesne effects that can cause freezing but it can easily be cured before a preserve is possible. Additionally, if a target is frozen and we do cast preserve on them and they go down to 50% health, we can't keep them at that percentage of health due to regeneration/health potion/sparkle/heal scroll, etc. Therefore, if we cast preserve again, they'll be brought right back down to 50% health. This is of course assuming that they don't heal being frozen, which is extremely easy and only takes a sip of fire like was mentioned. Overall, getting a target at half health and frozen is very very difficult against a competent opponent.
Solution #1: Change preserve to deal 50% of targets max health instead of bringing a target to 50% health.
Solution #2: Institute a minimum amount of damage a preserve will do to a target who is completely frozen and above half health. This would eliminate preserve doing minimum damage because the target is close to half health.
Furies' Decision:
Approved to give more damage when preserve cast on someone in a frozen state but not for 50% of max health. We will weigh what the damage should be.
QUOTE
Report #126 Skillset: Aquamancy Skill: Preserve
Guild: Aquamancers Status: Approved Jan 2009
Problem: Preserve is rather impractical. You can basically only EVER use it in a group fight where everyone else has tied down and damaged the opponent in such a ridiculous fashion that they were already going to die in the first place. Assuming you are using it solo and manage to make freeze stick by some miracle of them never sipping fire, if you use preserve alone you will burn too much power to actually instakill them, not to mention only taking them to half life from whatever they are at, rather than doing half of their max health.
Solution #1: Lower power cost of preserve to 1/2/3 respectively to the stages it has now, change 50% health to does 50% of max health rather than lowers to 50% max health.
Solution #2: Make power cost 2/4 only, but have preserve strip fire and add chills if fire is present, frozen + 25% max health if chilled, 50% Max health damage if frozen and above half; instakill if below half.
Furies' Decision:
Approved.
Guild: Aquamancers Status: Approved Jan 2009
Problem: Preserve is rather impractical. You can basically only EVER use it in a group fight where everyone else has tied down and damaged the opponent in such a ridiculous fashion that they were already going to die in the first place. Assuming you are using it solo and manage to make freeze stick by some miracle of them never sipping fire, if you use preserve alone you will burn too much power to actually instakill them, not to mention only taking them to half life from whatever they are at, rather than doing half of their max health.
Solution #1: Lower power cost of preserve to 1/2/3 respectively to the stages it has now, change 50% health to does 50% of max health rather than lowers to 50% max health.
Solution #2: Make power cost 2/4 only, but have preserve strip fire and add chills if fire is present, frozen + 25% max health if chilled, 50% Max health damage if frozen and above half; instakill if below half.
Furies' Decision:
Approved.
QUOTE
Report #294 Skillset: Aquamancy Skill: Preserve
Guild: Aquamancers Status: Approved Feb 2010
Problem: Here is how preserve works, you freeze the target to remove fire protection, freeze again to cause shivering, freeze again until frozen solid, and preserve when they are solid to make them at half health, then if they are still half health and frozen solid, you may instantly preserve them. This may sound simple in theory, but it has been difficult to pull off. Yes, it is possible to have Aquas to work together, but honestly when you have four or five aquamancers working towards preserve, they are better off doing other things like TK or TP. Typically, you can't get the other guilds to assist in pulling off preserve either because there is no third party message saying the person is frozen if they are being hit by a monk or warrior poisoned blades. Then there is a chance they shrug that poison. But if they are frozen, it is easy to just sip fire and attempt to hinder the mage. Overall, sipping health, reading scroll, sparkleberry, and other passive cures can block this skill very easily.
Solution #1: Timed kill that works in a deluged room.
Solution #2: For 2 power, preserve would take the person down two levels from being frost resistant to freezing or they are normal and bring them down to frozen?
Solution #3: Decrease the time to recover equilibrium so that the caster can keep up with the fire sipping.
Furies' Decision:
Preserve time slightly decreased
Guild: Aquamancers Status: Approved Feb 2010
Problem: Here is how preserve works, you freeze the target to remove fire protection, freeze again to cause shivering, freeze again until frozen solid, and preserve when they are solid to make them at half health, then if they are still half health and frozen solid, you may instantly preserve them. This may sound simple in theory, but it has been difficult to pull off. Yes, it is possible to have Aquas to work together, but honestly when you have four or five aquamancers working towards preserve, they are better off doing other things like TK or TP. Typically, you can't get the other guilds to assist in pulling off preserve either because there is no third party message saying the person is frozen if they are being hit by a monk or warrior poisoned blades. Then there is a chance they shrug that poison. But if they are frozen, it is easy to just sip fire and attempt to hinder the mage. Overall, sipping health, reading scroll, sparkleberry, and other passive cures can block this skill very easily.
Solution #1: Timed kill that works in a deluged room.
Solution #2: For 2 power, preserve would take the person down two levels from being frost resistant to freezing or they are normal and bring them down to frozen?
Solution #3: Decrease the time to recover equilibrium so that the caster can keep up with the fire sipping.
Furies' Decision:
Preserve time slightly decreased
QUOTE
Report #389 Skillset: Aquamancy Skill: Preserve
Guild: Aquamancers Status: Approved Jun 2010
Problem: Preserve currently requires the target be at 50% health, and frozen to instakill. However, the trouble herein is that both frozen and 50% health is cured very quickly as an aquamancer has no methods to hinder the sipping of fire potion nor health (which already has multiple methods of curing via elixir, scroll, sparkleberry, and passive regen). In the absolute best case scenario of an aquamancer in their demesne with a beast using mactans poison, it takes a lucky needlerain to strip fire protection, icefloe to give chills, followed by a beast spit mactans within 1 second (with a potential 33% shrugging on most targets without special trade or guild abilities) of the demesne tick. On top of this, the target is able to sip and regain purgative balance twice before the aquamancer can regain equilibrium from casting preserve the first time. Because of these restrictions, it is nigh impossible for an aquamancer to be able to accomplish a preserve instakill 1v1 on a target with even mediocre curing.
Solution #1: Add a temporary effect to preserve in addition to its current effect which throws the target off purgative and elixir balance for 1.0 second if the target is not chilled and preserve is cast (costing 2 power). If the target is chilled already, it will cost 4p freeze the target, do damage as well as throwing the target off purgative and elixir balance for 2.0 seconds. If the target is frozen, it will cost 4 power, greatly damage the target and throw the target off purgative balance for 2.0 seconds. This additional effect would not stack with itself.
Solution #2: Change preserve to be on balance instead of equilibrium. It would function as preserve does now except that it will only require and take balance instead of equilibrium. It would take and require balance but not equilibrium in a method similar to how dissolve does now.
Solution #3: Provide a solution here.
Furies' Decision:
Preserve on a non-frost potion target will throw off purgative balance.
Guild: Aquamancers Status: Approved Jun 2010
Problem: Preserve currently requires the target be at 50% health, and frozen to instakill. However, the trouble herein is that both frozen and 50% health is cured very quickly as an aquamancer has no methods to hinder the sipping of fire potion nor health (which already has multiple methods of curing via elixir, scroll, sparkleberry, and passive regen). In the absolute best case scenario of an aquamancer in their demesne with a beast using mactans poison, it takes a lucky needlerain to strip fire protection, icefloe to give chills, followed by a beast spit mactans within 1 second (with a potential 33% shrugging on most targets without special trade or guild abilities) of the demesne tick. On top of this, the target is able to sip and regain purgative balance twice before the aquamancer can regain equilibrium from casting preserve the first time. Because of these restrictions, it is nigh impossible for an aquamancer to be able to accomplish a preserve instakill 1v1 on a target with even mediocre curing.
Solution #1: Add a temporary effect to preserve in addition to its current effect which throws the target off purgative and elixir balance for 1.0 second if the target is not chilled and preserve is cast (costing 2 power). If the target is chilled already, it will cost 4p freeze the target, do damage as well as throwing the target off purgative and elixir balance for 2.0 seconds. If the target is frozen, it will cost 4 power, greatly damage the target and throw the target off purgative balance for 2.0 seconds. This additional effect would not stack with itself.
Solution #2: Change preserve to be on balance instead of equilibrium. It would function as preserve does now except that it will only require and take balance instead of equilibrium. It would take and require balance but not equilibrium in a method similar to how dissolve does now.
Solution #3: Provide a solution here.
Furies' Decision:
Preserve on a non-frost potion target will throw off purgative balance.
Tell me again that preserve needs change and is never approved?
Sidd2010-08-20 19:50:09
QUOTE (Malarious @ Aug 20 2010, 12:16 PM) <{POST_SNAPBACK}>
Tell me again that preserve needs change and is never approved?
2 months later? really?