Shryke2006-05-20 23:05:58
Is that not what I've been saying? Anyway I like my ravenwood succumb idea. And vix, how long does crow feed last?
Vix2006-05-20 23:10:40
Ehh... I guess until you die (obviously) or log out. 10 power maybe too?
Shryke2006-05-20 23:13:24
I don't see why bad carrion would make a difference in experience, seems like quite a stretch, also, what would night get? (read succumb, tell me whatcha think)
Hazar2006-05-20 23:15:01
QUOTE(Hazar @ May 18 2006, 04:00 PM) 289577
Original idea attempts, for Night and for Crow.
NIGHT HARDEN:
An assembled coven of 5 can summon up the shadows to swallow their bodies, which form into a black mold which then cracks off, leaving them wisened and hardened to the horrors of the night. When they next die, they will lose less experience then they would otherwise.
(Essentially, this is a variation on the theme of the Penumbra ritual, changed to prevent experience loss rather than boost charisma. The number of coven members required could easily be changed.)
CROW FEAST:
When your ally has fallen on the field of battle, it does not do for his corpse to be wasted. By using CROWCALL FEAST, you can devour your ally's corpse, restoring small amounts of your mana and health. As a result of this, the ally will not suffer as much experience loss when they return from death.
(Playing on the Crow theme of carrion and consumption, Feast both summons images of Crow devouring flesh and provides an interesting RP of giving of yourself for Glomdoring, while preventing experience loss.)
Yeah, I know it got lost in all the vitriol, but I thought these were decent ideas.
Vix2006-05-20 23:15:36
Have you ever tried eating rotten roadkill?
It's um, "magic" rotten roadkill.
It's um, "magic" rotten roadkill.
Icarus2006-05-22 17:37:40
How about this idea.
ShadowMemory
Syntax: SHADOWDANCE INFUSE MEMORY
Power: 10
First infuse a part of your memory into one of your severed bodyparts (ear, scalp, arm or leg), you can then bury it in a forest location at midnight. In the event that you are killed and lost a portion of experience due to praying or conglutination, you can dig up the infused the bodypart and consuming it will return half of the experience you lost from your last and most recent death.
ShadowMemory
Syntax: SHADOWDANCE INFUSE MEMORY
Power: 10
First infuse a part of your memory into one of your severed bodyparts (ear, scalp, arm or leg), you can then bury it in a forest location at midnight. In the event that you are killed and lost a portion of experience due to praying or conglutination, you can dig up the infused the bodypart and consuming it will return half of the experience you lost from your last and most recent death.
Shorlen2006-05-22 17:44:57
QUOTE(Icarus @ May 22 2006, 01:37 PM) 290473
How about this idea.
ShadowMemory
Syntax: SHADOWDANCE INFUSE MEMORY
Power: 10
First infuse a part of your memory into one of your severed bodyparts (ear, scalp, arm or leg), you can then bury it in a forest location at midnight. In the event that you are killed and lost a portion of experience due to praying or conglutination, you can dig up the infused the bodypart and consuming it will return half of the experience you lost from your last and most recent death.
That's SO a crow skill.
Vix2006-05-22 21:05:56
And it would be your eye since they can already pluck those out.
Shamarah2006-05-22 21:13:24
I don't like how people are suggesting these skills that are essentially unstoppable. You can stop corpse rezz and immolate by stealing the corpse, resurgem by destroying the corpse, and lich/vitae by using barriers and eye sigils. The only skill that can't be stopped like that is transmigrate, which everyone agrees needs to be nerfed. There has to be an actual viable way of stopping these skills. I can't think of anything original.
Xenthos2006-05-22 21:22:03
QUOTE(Shamarah @ May 22 2006, 05:13 PM) 290514
I don't like how people are suggesting these skills that are essentially unstoppable. You can stop corpse rezz and immolate by stealing the corpse, resurgem by destroying the corpse, and lich/vitae by using barriers and eye sigils. The only skill that can't be stopped like that is transmigrate, which everyone agrees needs to be nerfed. There has to be an actual viable way of stopping these skills. I can't think of anything original.
The difference is that these are ideas that mitigate experience loss to a much smaller degree. Even at half or a quarter of the normal loss of praying, that is still more than any of the other skills except for immolation... and has the disadvantage of needing to spend the minutes praying for salvation as well.
At that point, why should there be a viable way to stop someone from losing quite as much?
Shamarah2006-05-23 10:28:03
QUOTE(Xenthos @ May 22 2006, 05:22 PM) 290516
The difference is that these are ideas that mitigate experience loss to a much smaller degree. Even at half or a quarter of the normal loss of praying, that is still more than any of the other skills except for immolation... and has the disadvantage of needing to spend the minutes praying for salvation as well.
At that point, why should there be a viable way to stop someone from losing quite as much?
So, basically, you should lose 50-75% less than the rest of us at praying with no possible way of stopping it?
That's just ridiculous.
Xenthos2006-05-23 14:46:08
QUOTE(Shamarah @ May 23 2006, 06:28 AM) 290627
So, basically, you should lose 50-75% less than the rest of us at praying with no possible way of stopping it?
That's just ridiculous.
Considering the sheer number of options you have to *prevent praying completely* should you die... why is that, Shamarah? If three out of four times you get a sacrifice instead of praying, it becomes even at a 75% reduction... and watching you die, you seem to get a sacrifice far more often than that. The same goes with lich-- should it save the individual from praying even three out of four times on Prime (which, again, is not too difficult), it comes out even.
The difference? We would lose it *each and every time* instead of when those attacking us are completely prepared with a large force / barrier / piles of eye sigils, which happens very rarely, allowing the attackers to be less efficient in dealing with souls... they just need to be able to kill us twice, and done. Automatic loss, just mitigated to some extent.
The only rez that would truly be "left out" by something like this would be Resurgem, as it already has a semi-noticeable loss when it works, and it may not hit the 3/4 mark any more (it could if the aggressive force made sure a coven was up all the time, but apparently that is not as possible right now).
Unknown2006-05-24 01:47:31
AB NIGHT DEATHCRY
Power: 8 (Ravenwood Tree)
Upon your wrongful death, you can utter a shriek of such power and rage that it will strike all who stand beside you senseless, shatter walls, and break focused concentration.
This would give you a defence that lasts like vitae, and when you die it will stun everyone in the room for 4-5 seconds, break walls, and have a chance of disrupting psionic channels.
I still like the upgraded heartstop ability from a few pages ago for Crow followers.
Edit: And yeah, unstoppable rez skills are annoying. I'd like to steer away from 'when you die you lose less experience because of.'
Power: 8 (Ravenwood Tree)
Upon your wrongful death, you can utter a shriek of such power and rage that it will strike all who stand beside you senseless, shatter walls, and break focused concentration.
This would give you a defence that lasts like vitae, and when you die it will stun everyone in the room for 4-5 seconds, break walls, and have a chance of disrupting psionic channels.
I still like the upgraded heartstop ability from a few pages ago for Crow followers.
Edit: And yeah, unstoppable rez skills are annoying. I'd like to steer away from 'when you die you lose less experience because of
Mirk2006-05-24 02:38:08
QUOTE(Avaer @ May 23 2006, 08:47 PM) 290802
Edit: And yeah, unstoppable rez skills are annoying. I'd like to steer away from 'when you die you lose less experience because of
Well, that would actually make sense for those who follow crow, because, to my knowledge, the false memory part was denying that they were ever weak (not that they didn't do anything wrong).
So maybe followers of crow could have a skill that, if they returned to their corpse after dying (or maybe something that gets dropped when you die?) within a few minutes, some exp will be returned. This prevents the unstoppable thing (i.e. someone could pick it up, preventing you from getting it) while still reducing the amount of exp loss.
AB CROW FALSEMEMORY
CROWCALL MEMORY
Power:2
CROWCALL FALSEMEMORY (based on what people are saying, I'm assuming crowcall is right...)
POWER:3 (give or take for both power costs...)
When you MEMORY, a memory of your life will manifest in the form of a single black feather. If you die while holding the feather, you will drop it, and it must be retrieved in a short amount of time. If you retrieve it, you can use FALSEMEMORY to declare that that event never happened, and you will be granted some experience back, and you will keep the feather. (So they only have to summon it once unless they cannot retrieve it in time, and will stay in the inventory even after log out.) If you fail to retrieve it, you will have to create another.
The only flaw I see with the above idea is someone could just set up a trigger to pick the thing up directly after the person died, making the skill worthless, but I can't think of a way to make it work without making it unstoppable...
Any thoughts, suggestions, or addtions anyone can think of that would make that plausible?
Also, for Avaer's idea...
QUOTE(Avaer @ May 23 2006, 08:47 PM) 290802
AB NIGHT DEATHCRY
Power: 8 (Ravenwood Tree)
Upon your wrongful death, you can utter a shriek of such power and rage that it will strike all who stand beside you senseless, shatter walls, and break focused concentration.
This would give you a defence that lasts like vitae, and when you die it will stun everyone in the room for 4-5 seconds, break walls, and have a chance of disrupting psionic channels
Maybe you should make it temporarily stop demesne effects, or have it only affect enemies in your line of sight. This would make it so if there was a demesne, the everyone inside it wouldn't be screwed, both allies and enemies alike. (unless they wanted to turn it into some sort of heartstop tactic?) Or it could mean you also benefit your allies, and they would still be able to do something, and an area wide thing against only enemies would be bad.(I think...)
Xenthos2006-05-24 03:00:52
QUOTE(Mirk @ May 23 2006, 10:38 PM) 290828
So maybe followers of crow could have a skill that, if they returned to their corpse after dying (or maybe something that gets dropped when you die?) within a few minutes, some exp will be returned. This prevents the unstoppable thing (i.e. someone could pick it up, preventing you from getting it) while still reducing the amount of exp loss.
Any thoughts, suggestions, or addtions anyone can think of that would make that plausible?
As-is, I'd have to say... when would this get used? It would seem like a large waste of two power, because people *would* just pick up the feather (either with a trigger, or acquisitio). The only time I can see it being of any use whatsoever would be when fighting gorgogs from the rift, or gravediggers (the aggressive creatures on Prime who will keep hitting past vitae).
An alternative might be something like making the feather last half an hour from death, and have it slowly float its way back to the Master Ravenwood or something. Someone can pick it up, but it'll leap out of their hands and move again after a little bit, moving the moment it hits the ground. Means someone could keep chasing it down and moving it further away until they have it safely in home territory, and then could just recatch it every time it escapes.
It would allow someone to force the full loss should they care to spend time guarding the feather. Unfortunately, there are a few issues with this too. Get feather;outd hermit;throw hermit;drop feather;w;close door e (for example). Other similar issues occur should it not be able to travel through doors, as well as "what happens if it's thrown in a Nexus?"
Unknown2006-05-24 05:59:16
QUOTE(Mirk @ May 24 2006, 02:38 AM) 290828
Also, for Avaer's idea...
Maybe you should make it temporarily stop demesne effects, or have it only affect enemies in your line of sight. This would make it so if there was a demesne, the everyone inside it wouldn't be screwed, both allies and enemies alike. (unless they wanted to turn it into some sort of heartstop tactic?) Or it could mean you also benefit your allies, and they would still be able to do something, and an area wide thing against only enemies would be bad.(I think...)
Nah, I think stunning, breaking walls and breaking psionic channels would be enough. If there's a demesne going then the person would just have to overcome it long enough to escape, assuming they vitae'd.
Mirk2006-05-24 22:37:06
QUOTE(Xenthos @ May 23 2006, 10:00 PM) 290834
As-is, I'd have to say... when would this get used? It would seem like a large waste of two power, because people *would* just pick up the feather (either with a trigger, or acquisitio). The only time I can see it being of any use whatsoever would be when fighting gorgogs from the rift, or gravediggers (the aggressive creatures on Prime who will keep hitting past vitae).
An alternative might be something like making the feather last half an hour from death, and have it slowly float its way back to the Master Ravenwood or something. Someone can pick it up, but it'll leap out of their hands and move again after a little bit, moving the moment it hits the ground. Means someone could keep chasing it down and moving it further away until they have it safely in home territory, and then could just recatch it every time it escapes.
It would allow someone to force the full loss should they care to spend time guarding the feather. Unfortunately, there are a few issues with this too. Get feather;outd hermit;throw hermit;drop feather;w;close door e (for example). Other similar issues occur should it not be able to travel through doors, as well as "what happens if it's thrown in a Nexus?"
I figured that would be the problem, but I can't really think of a way to solve it, aside from completly chaning the idea, which I guess I'm going to try.
For this idea, the person uses CROWCALL MEMORY, or something like that, to create a memory, which can then be seen in DEFS. It will disappear like all other defenses upon logging out, hence the no power cost. If a person dies with this defense, the person who killed them will be afflicted by the memory, which won't actually do anything until CROWCALL FALSEMEMORY is used, and will disappear in a short amount of time. FALSEMEMORY can be used when the person who died is in the same room as the killer. When used, it will give the person who died some exp back, and do something like temporary amnesia (or something like that, I chose amnesia because it's supposed to be changing the persons memory...) to the person it is being used on, making it useful during a raid or revolt or something like that, and will allow the person who got killed to actually be able to use the skill without fear of being killed again.
AB CROWCALL FALSEMEMORY
SYNTAX: CROWCALL MEMORY (0 Power)
CROWCALL FASLEMEMORY
If a follower of Crow has created a memory of their power, when they are killed, with Crows help they can create a false memory of what happened, returing experience to the user and causing a temporary amnesia to the victim while their memories are being changed.
This would promote jumping back into the fray during a raid or revolt and reducing exp loss, like some people have been asking for.
Any thoughts, comments, or suggestions?
Unknown2006-05-25 02:33:28
If this lasted for 10 minutes, it would be fine. If it lasts longer, I think it is too easy.
Aside from that, giving back experience after death might be tricky codewise. The amount you lose is dependent on your current amount and whether you have vitae/conglutination helping. If this system is going to restore experience -after- your death, how will it know whether you vitae'd, or conglutinated, or neither? If you gain some experience between your death and using this skill, is it going to be calculated on your new exp figure - meaning you gain a little more exp than you would otherwise?
I think there are too many difficulties.
Aside from that, giving back experience after death might be tricky codewise. The amount you lose is dependent on your current amount and whether you have vitae/conglutination helping. If this system is going to restore experience -after- your death, how will it know whether you vitae'd, or conglutinated, or neither? If you gain some experience between your death and using this skill, is it going to be calculated on your new exp figure - meaning you gain a little more exp than you would otherwise?
I think there are too many difficulties.
Xavius2006-05-25 03:25:53
Isn't xp loss on death already tracked by the Avenger system?
Mirk2006-05-25 20:40:18
QUOTE(Xavius @ May 24 2006, 10:25 PM) 291101
Isn't xp loss on death already tracked by the Avenger system?
I've heard that too, so if they could just steal it from that...?
And I'm also assuming they can measure how much exp they lost, take a fraction of it, and keep that as a variable somewhere
Also, something I think I failed to mention for the idea...
What happens if the person who killed the other person logs out right after the person dies? Should the person who got killed be granted back the experience as if they used the skill? Or should the jerk who left get off absolutly free?