Diamondais2006-06-18 04:04:47
QUOTE(Xenthos @ Jun 18 2006, 12:00 AM) 299464
Well, there's a lot of room to argue that it's not natural if you don't live in the Serenwilde or Glomdoring, that is...
If we wanted to, we could argue that Day is Night and that Glommies arent in fact following the Night
You can argue everything. And theres nothing wrong with any of the changes that Ive seen, maybe because I have yet to graduate and take a full place in the Lusternia again. Yet still I see a good to everything thats come so far, and one major bad (Lisaera leaving ) but otherwise everything seems peachy.
Unknown2006-06-18 04:07:50
QUOTE(Xenthos @ Jun 18 2006, 04:00 AM) 299464
Well, there's a lot of room to argue that it's not natural if you don't live in the Serenwilde or Glomdoring, that is...
We can still argue its unnatural. There's all kinds of ways to interpret the wording of the forced agreement. And remember Hart Himself told us it was unnatural. So, yeah.
Xenthos2006-06-18 04:27:47
QUOTE(diamondais @ Jun 18 2006, 12:04 AM) 299467
If we wanted to, we could argue that Day is Night and that Glommies arent in fact following the Night
You can argue everything. And theres nothing wrong with any of the changes that Ive seen, maybe because I have yet to graduate and take a full place in the Lusternia again. Yet still I see a good to everything thats come so far, and one major bad (Lisaera leaving ) but otherwise everything seems peachy.
In accordance with the Blacktalon demands, the Serenwilde formally acknowledges the Wyrd as a new entity, not the Taint or any similar illusion, and as a part of Nature.
Unknown2006-06-18 04:36:15
QUOTE(Xenthos @ Jun 18 2006, 04:27 AM) 299480
In accordance with the Blacktalon demands, the Serenwilde formally acknowledges the Wyrd as a new entity, not the Taint or any similar illusion, and as a part of Nature.
Death and pestilence are a part of Nature, but that doesn't mean I'd call a tribe wiping out an entire ecosystem with a magically enhanced plague for their own convenience 'natural'. Death is a part of Nature, but I wouldn't call the reanimated walking dead 'natural'. Hell, the cities are a part of Nature, but that doesn't mean their effect on the world around them is always natural.
Nature can be defined any old way you like. It could be everything that is, only the forests, everything that's not a city, everything thats on Prime plane, etc, etc. Doesn't really limit any viewpoints.
Edit: I can't wait until we get the same opportunity to force Glomdoring into accepting our demands. Hello admitting you corrupt the natural world.
Xenthos2006-06-18 04:40:11
QUOTE(Avaer @ Jun 18 2006, 12:36 AM) 299482
Death and pestilence are a part of Nature, but that doesn't mean I'd call a tribe wiping out an entire ecosystem with a magically enhanced plague for their own convenience 'natural'. Death is a part of Nature, but I wouldn't call the reanimated walking dead 'natural'. Hell, the cities are a part of Nature, but that doesn't mean their effect on the world around them is always natural.
Nature can be defined any old way you like. It could be everything that is, only the forests, everything that's not a city, everything thats on Prime plane, etc, etc. Doesn't really limit any viewpoints.
Edit: I can't wait until we get the same opportunity to force Glomdoring into accepting our demands. Hello admitting you corrupt the natural world.
Death is a part of nature. Destruction of all life is not, nor is undeath (something very different from death).
Unknown2006-06-18 04:42:35
Here we go again. OOCly, we don't know how different Taint and Wyrd are, becuase there is practically no official information out there that has actually been supplied by the admins. Conjecture aside, we just don't know enough about what the Wyrd is. It's simple enough to assume they are exactly the same because there is no information out there to prove otherwise, though that's not exactly a sound scientific standpoint.
Xavius2006-06-18 04:43:24
QUOTE(Temporary_Guido @ Jun 17 2006, 11:42 PM) 299486
Here we go again. OOCly, we don't know how different Taint and Wyrd are, becuase there is practically no official information out there that has actually been supplied by the admins. Conjecture aside, we just don't know enough about what the Wyrd is. It's simple enough to assume they are exactly the same because there is no information out there to prove otherwise, though that's not exactly a sound scientific standpoint.
Actually, no, our nice builders were kind enough to redesign rooms in Glomdoring to illustrate the difference.
Unknown2006-06-18 04:46:14
Of course. And adjust everything that Glomdoring wants on its quest to be Serenwilde.
Unknown2006-06-18 04:47:58
QUOTE(Xavius @ Jun 18 2006, 04:43 AM) 299487
Actually, no, our nice builders were kind enough to redesign rooms in Glomdoring to illustrate the difference.
A handful, yes. I notice the Master Ravenwood is still covered in tar-like crap, blasted trees, and a thriving community of slime things. Not sure whether it was changed or not, but for the most part the descriptions indicate it's either taint or taint + pretty purple SFX. I don't tend to use that as evidence for "Wyrd is taint!", because that's more a product of not wanting to redesc the entire forest than actual intent.
Unless most of it really was redesigned, in which case... cool, but still tainty. You could pass it off as the remnants and 'leftovers' of the taint's influence, though - it was there for at least two-hundred years, give or take, so doubtless every last bit of its nastiness has yet to go away.
Unknown2006-06-18 04:56:30
QUOTE(Nico @ Jun 18 2006, 04:30 AM) 299453
Ok, it seems I have to be more specific in my little trick. I didn't want to make it public knowledge, because it is abusable, and easy to do. But anyways, like I said I think some Mags already know this trick.
You can illusion one of three things, with the first two being the best ones because they're a bit more subtle.
The potion heals and soothes you.
Your mind feels stronger and more alert.
Ah, the soothing bromides help strengthen your ego.
You can illusion one of three things, with the first two being the best ones because they're a bit more subtle.
The potion heals and soothes you.
Your mind feels stronger and more alert.
Ah, the soothing bromides help strengthen your ego.
Hmm, here's a little trick. I don't want to make it public knowledge, because it reduces the efficacy of crude illusions quite a lot, and is easy to do. But anyways, I think some people already know this trick:
Make a little timer, set it to just a little over healing balance (what is that, 4 sec?) When you see one of those lines quoted above, you set the healing balance to 0 and turn on the timer. The timer will set healing balance back to 1 in 4-and-a-bit-seconds. If in that time you see the "You may take another sip of whatever" message, set healing balance to 0 and turn off the timer.
OK, seriously: illusions can be a pain, but this should not be one of the problem ones. I'm also pretty sure that 2p per newline in an illusion is really not worth the power.
Shorlen2006-06-18 07:47:38
There is no truce between Glom and Seren, just a no fighting in Faethorn thing, which was in place loooong before that news post.
Like Charune keeps telling us, weeds are a part of nature too. That doesn't mean we don't pull them up whenever we see them so the plants can grow better. We said in that public post that Glomdoring is a weed. The end.
Like Charune keeps telling us, weeds are a part of nature too. That doesn't mean we don't pull them up whenever we see them so the plants can grow better. We said in that public post that Glomdoring is a weed. The end.
Unknown2006-06-18 07:56:05
We should smoke Glomdoring then
and a small on my part.
I always thought(way back when I had a Moondancer and they just had healing and hexes and poor -mancers had just runes and dreamweaving) that Glomdoring will come back as a swampy area and the mugwumpw will leave there happy ever after
and a small on my part.
I always thought(way back when I had a Moondancer and they just had healing and hexes and poor -mancers had just runes and dreamweaving) that Glomdoring will come back as a swampy area and the mugwumpw will leave there happy ever after
Shorlen2006-06-18 07:59:39
QUOTE(Corinthian @ Jun 18 2006, 03:56 AM) 299522
We should smoke Glomdoring then
and a small on my part.
I always thought(way back when I had a Moondancer and they just had healing and hexes and poor -mancers had just runes and dreamweaving) that Glomdoring will come back as a swampy area and the mugwumpw will leave there happy ever after
Mugwumps are 1, overpowered, and 2, a race that lives primarily in cities.
Unknown2006-06-18 08:03:05
QUOTE(Shorlen @ Jun 18 2006, 07:59 AM) 299524
Mugwumps are 1, overpowered, and 2, a race that lives primarily in cities.
CODE
Descended from the Elder Goddess Mugowumpois, this amphibian race
originally favored the swamps and marshlands. However, given their great
intellect, it was only natural that they gravitated to civilized areas in
the pursuit of the more scholarly professions. The facial features of the
mugwumps favor their amphibian heritage, giving them a frog-like or
salamander-like appearance. However, with the interbreeding of humans,
some mugwumps have a surprisingly human-like appearance.
originally favored the swamps and marshlands. However, given their great
intellect, it was only natural that they gravitated to civilized areas in
the pursuit of the more scholarly professions. The facial features of the
mugwumps favor their amphibian heritage, giving them a frog-like or
salamander-like appearance. However, with the interbreeding of humans,
some mugwumps have a surprisingly human-like appearance.
Primarily live in cities, huh? That whole description boggles my mind, there are no swamps and marshlands in cities.
EDIT: Civilized areas doesn't necessarily mean "CITIES." From the description.
Shiri2006-06-18 08:08:36
QUOTE(Stagar Feyranti @ Jun 18 2006, 09:03 AM) 299525
EDIT: Civilized areas doesn't necessarily mean "CITIES." From the description.
I would swear that USED to say cities, and then they changed it.
Unknown2006-06-18 08:12:26
QUOTE(Nico @ Jun 17 2006, 05:30 PM) 299453
Ok, it seems I have to be more specific in my little trick. I didn't want to make it public knowledge, because it is abusable, and easy to do. But anyways, like I said I think some Mags already know this trick.
You can illusion one of three things, with the first two being the best ones because they're a bit more subtle.
The potion heals and soothes you.
Your mind feels stronger and more alert.
Ah, the soothing bromides help strengthen your ego.
Now I must explain exactly why they're effective. Some curing systems (and I know of at least 1 widely used one that does) use these trigger lines to switch off potion balance, so you don't oversip. Now, the line that restores balance is the whole 'You may take another sip of..."
But when using that illusion and you hit em while they are ON potion balance, the balance restore line will never come and you'll never autosip again until it does. No affliction will show in diagnosis, no warning that the autosipper is no longer functioning other than it simply not working. Surged, you have a bit of time to realize that something is weird and can manually fix it if you understand whats going on. All you need to do is drink health. But unsurged, and not knowing what happened...it's dangerous.
So yes. My point. Turning off all autosippers in a room that is virtually impossible to see and fix unless you know specifically what happened, or pure dumb luck sipping manually again....2p? Stupid. Stupid stupid stupid. I think that making illusions customizable by players was not well thought out, because if you give that much control to people, someone's going to find a way to abuse it.
Granted, it won't work on EVERYBODY, but with they way autosippers are designed, it's likely that it will affect a large proportion of the basin.
It's not an affliction, not something you can just diag away. Reset would work, sure. But then you have to diag again to get all your real afflictions back, wasting valuable time in which you're getting messed up even more. Not to mention the time it takes to recover health, mana, and ego levels when the sipper starts working again. Too much valuable time that should be spent elsewhere, like curing crippling afflictions or laying into your opponent.
Well, now everybody know's how to do this trick. Enjoy. Hopefully enough people read this so they know how to fix it too...
Wow, just wow. I've never heard of such a poorly written autosipper in my life.
Most autosippers,
A) Check to make sure you've sent to the command to sip with a variable and an IF statement that has to be true before the rest of the trigger fires and
B) Reset after a few moments if they don't get the health elixir balance recovery message.
Also, the better ones will also use a conditional trigger (of the two line variety) to make sure that you sipped from a vial before it activates the sipping trigger.
And lastly, the part about illusions shouldn't be customizeable? Ahahahaha, funny guy. That's the whole point of illusions, to fool people's systems. The only way they can be abused is if someone say, illusions a Lust Tarot card with the name of Grace (or your Patron) as the thrower, forcing you to quit your Order or to Reject Grace. That is abuse. However, again, most people write into their system to ignore it if it says the name is Grace or a patron.
Unknown2006-06-18 08:16:26
12 Strength
14 Dexterity
10 Constitution
15 Intelligence
11 Charisma
12 Size
mugwumpi
Have a racial language.
level 3
Regain equilibrium faster.
level 1
Resistance to asphyxiation damage.
level 2
Regenerate health and mana while in marsh or swamp.
Can automatically swim and tread water without taking damage.
Can DIVE into the ocean depths (RISE to come up).
Special
For Crow and Night Totem Only: Upon gaining the Wicca specialization or Druidry specialization, an mugwumps becomes a Ubber Mugwump with statistics changing by -1 strength, -2 dexterity and +9 intelligence. Mugwump who choose the warrior class in communes, upon gaining a totem specialization become an Alpha Mugwump with statistics changing by -2 intelligence, -3 charisma, +10 strength, +8 constitution, +50 dexterity and -1 size and their equilibrium recovery will be transfered to balance revorey
Disadvantages
level 3
Susceptible to fire.
level 3
Susceptible to electricity.
How does it look?
14 Dexterity
10 Constitution
15 Intelligence
11 Charisma
12 Size
mugwumpi
Have a racial language.
level 3
Regain equilibrium faster.
level 1
Resistance to asphyxiation damage.
level 2
Regenerate health and mana while in marsh or swamp.
Can automatically swim and tread water without taking damage.
Can DIVE into the ocean depths (RISE to come up).
Special
For Crow and Night Totem Only: Upon gaining the Wicca specialization or Druidry specialization, an mugwumps becomes a Ubber Mugwump with statistics changing by -1 strength, -2 dexterity and +9 intelligence. Mugwump who choose the warrior class in communes, upon gaining a totem specialization become an Alpha Mugwump with statistics changing by -2 intelligence, -3 charisma, +10 strength, +8 constitution, +50 dexterity and -1 size and their equilibrium recovery will be transfered to balance revorey
Disadvantages
level 3
Susceptible to fire.
level 3
Susceptible to electricity.
How does it look?
Nico2006-06-18 10:37:23
QUOTE(Anonymous @ Jun 18 2006, 04:12 AM) 299529
Wow, just wow. I've never heard of such a poorly written autosipper in my life.
Heh, I didn't write it. You'd be surprised who did.
Not to mention, most people who fight and fight well, yes, will either not be fooled by it, or only be caught once by this trick before they can fix it. However, not everybody knows the ins and outs of curing, or expects to see something like this.
Oh, and I understand about how illusions are meant to be used to fool people's systems and such, it just seems kinda risky to me, to give so much control to players. Plus I'm just generally annoyed by how much lovin' mages got.
Shorlen2006-06-18 11:38:44
I coulda sworn a Divine said that Mugwumps lived primarily in Cities, not Communes, last time that was brought up
Murphy2006-06-18 12:49:51
Illusions can't really be overpowered, for the simple fact is that it's your curing and good curing systems can miniimalise any damage illusions can do