Gelo2006-08-30 08:38:16
QUOTE(Cuber @ Aug 30 2006, 02:49 AM) 325498
ONE second? OMGNERF!!1+shift
Besides, knights don't throw stones, squires do. Knights break enemy stuff up... hmm, that's a thought.
This is a FFA Tactic skill right?
Shorlen2006-08-30 08:58:43
QUOTE(Caerulo @ Aug 30 2006, 04:30 AM) 325775
I think the main difference between groves and demesnes is that you get emotionally attatched to the grove. It sort of feels like you 'own' a small little area of the forest, and is very personal. Sort of like it is your room. Demesnes, however, are fairly impersonal. You don't get the feeling that you are taking charge of the land, and you don't feel sad when you have to dissolve it.
Sometimes, bigger isn't better.
Sometimes, bigger isn't better.
The owning thing is true, and it's kind of nice, but groves had problems that I saw. Big ones. When it came to combat, at least. You were useless outside of your grove. You were overpowered inside of your grove.
Demesne are meant to creep along the land, you expand it as you need it in the direction you need it. Need to go too far away? Dissolve and remeld closer to your target. They're a nice preperation tool before combat, but they don't serve any RP function really like groves did. I'm not convinced this is a problem at all, but I would like some more utility/non-killing functionality to demesnes
QUOTE(Gelo @ Aug 30 2006, 04:38 AM) 325776
This is a FFA Tactic skill right?
Maybe It did damage though, not any kind of stun.
This version is actually a rogue skill from RO - find stone to find a stone to throw, and stonefling to stun for a split second and interrupt casting.
Nementh2006-08-31 00:18:03
QUOTE(Shorlen @ Aug 30 2006, 08:58 AM) 325781
The owning thing is true, and it's kind of nice, but groves had problems that I saw. Big ones. When it came to combat, at least. You were useless outside of your grove. You were overpowered inside of your grove.
Demesne are meant to creep along the land, you expand it as you need it in the direction you need it. Need to go too far away? Dissolve and remeld closer to your target. They're a nice preperation tool before combat, but they don't serve any RP function really like groves did. I'm not convinced this is a problem at all, but I would like some more utility/non-killing functionality to demesnes
Maybe It did damage though, not any kind of stun.
This version is actually a rogue skill from RO - find stone to find a stone to throw, and stonefling to stun for a split second and interrupt casting.
Actually for a long time, I RPed Nementh as one who would pick a spot and that would be his grove. (Would be where my totem was, so I could 'grove return' to it.) I would keep it melded all the time, and would get quite angry when it got broken. I did pick very remote places to stick, until I moved it to Ethereal, but no one raided there at the time I was doing this, so it wasn't a problem. Now however, doesn't really work anymore...
Here is an idea I had though. Give Druids the ability to have a grove. No special combat powers in the grove, but some of the neat utilities most of us seem to be missing, storage, eyes, isolation, etc... having a meld in the grove wont increase its strength or anything, it would be, combat wise, no better or worse then another demesne, except maybe the demesne can not be broken inside a grove... (maybe instead when another force whatevers on it, it just cancels demesne effects in that room until they are brought back up.)
Sylphas2006-08-31 02:15:34
That would be awesome. I mean, I kind of feel a bond with the room I have a totem bonded in, but that goes away as soon as I have to rebond in a year and the guild sticks it somewhere I don't care for.
Isolation wouldn't really be worth a damn here, since we have two forests and most of us would die if we went to Glomdoring. But just some RP skills would be cool.
Isolation wouldn't really be worth a damn here, since we have two forests and most of us would die if we went to Glomdoring. But just some RP skills would be cool.
Unknown2006-08-31 02:20:37
I'd love to have groves too, but we just don't have enough forest in either commune to make it really feasible. Unlike in the other IRE games, the only place you can really have a grove is INSIDE your own city, and the nice places are pretty limited. Well, except for that island for Hartstone.
I know I harp on it a lot, but I'd still like demesnes to have that meaning that groves had in other IRE incarnations. Not just Groves v1.2.
I know I harp on it a lot, but I'd still like demesnes to have that meaning that groves had in other IRE incarnations. Not just Groves v1.2.
Sylphas2006-08-31 02:22:42
You can't get attached to something you're just going to move with you, not without massive recoding or additions. A demesne isn't your place, it's a random place you're borrowing for a bit to kill people with.
Nementh2006-08-31 02:46:00
QUOTE(Sylphas @ Aug 31 2006, 02:22 AM) 326060
You can't get attached to something you're just going to move with you, not without massive recoding or additions. A demesne isn't your place, it's a random place you're borrowing for a bit to kill people with.
How many druids do we really have? Plenty of places for a grove. All of EtherWilde, and North and South Serenwilde, a few rooms on the Asyrian Isles, etc etc etc... there is actually a lot of forest rooms in the world... and groves can always be redefined as 'wilderness' areas, opening up desert and mountains as well.
Diamondais2006-08-31 03:02:10
QUOTE(Nementh @ Aug 30 2006, 10:46 PM) 326067
How many druids do we really have? Plenty of places for a grove. All of EtherWilde, and North and South Serenwilde, a few rooms on the Asyrian Isles, etc etc etc... there is actually a lot of forest rooms in the world... and groves can always be redefined as 'wilderness' areas, opening up desert and mountains as well.
Id hazard a guess that we have around 30 total active.
Shorlen2006-08-31 03:40:34
A better idea - we druids all have a totem bonded, right? How about more skills to make our totemed room a place of our own? But then again, we generally bond entrances for defensive purposes, so I'm not sure how well that works =\\
Sylphas2006-08-31 03:44:46
I like where mine's at, but I didn't actually ask anyone and threw it south of Mother because it was open, and it's technically the closest forest entrance from the nexus.
Also, we used to have some. StagTotem used to cure afflictions while we stood at our bonded totem, but it was almost entirely worthless, and it was changed to be pretty good.
Also, we used to have some. StagTotem used to cure afflictions while we stood at our bonded totem, but it was almost entirely worthless, and it was changed to be pretty good.
Diamondais2006-08-31 03:49:38
You can have a stratigic totem somewhere you like, just explore the edges or exits.
Your totem also coves the river sorta Sylphas.
Your totem also coves the river sorta Sylphas.
Unknown2006-08-31 03:58:27
Waaaaaay back when, I wanted every guild to have an RP-only skillset, that gave them a 'career' that was linked to their archetype and represented the non-heoric daily activities in the life of a blacktalon/nihilist/serenguard/whatever. I couldn't help but lean towards a grove-like idea...
AB HORTICULTURE
Purpose: Single trees can grow to produce wood (The Sapling skill in Druidry is replaced by some other demesne-holding skill). Groves function as private elevations with various customizations that can be added, and allow the player to exert influence in forest environments while they are inside.
You have gained the following abilities in Horticulture:
--------------------------------------------------------------
Harvest Collect tiny seeds that may be cultivated.
Oak*
Seedlings Allow your seeds to sprout in small trays.
Elm*
Yew*
Fertilize Spread blood and bone to hasten growth.
Pine*
Elder*
Transplant Relocate a tree without harming it.
Hazel*
Ash*
Attune Connect a fully grown tree to your forest.
Rowan*
Willow*
Groves Entwine a circle of trees to create a sacred grove.
Master
---------------------------------------------------------------
You have gained the following abilities in Naturalism
---------------------------------------------------------------
Ants* A small colony can keep the foliage healthy.
Butterflies* Beautiful insects that are vital to the ecosystem.
Bees* Encourage bees to pollinate your forest.
Frogs*
Mammals* Small squirrels and possums inhabit the treetops.
Vines* Flowering vines grow in symbiotic relationships.
Owls* Nocturnal predators keep vermin in check.
Songbirds* Nests in the canopy will attract native songbirds.
Pools* Form small watery ponds for larger wildlife to drink.
Gateway Travel to another grove across the continent.
Genesis The power to create new and exotic plants.
Awakening Fully awaken the living spirits of your trees.
---------------------------------------------------------------
You have gained the following abilities in Wyrdlore
---------------------------------------------------------------
Scorpions*
Dragonflies*
Wasps*
Spiders* Silvery webs betray the poisonous insects nearby.
Bats*
Thorns*
Snakes*
Gateway
Lair*
Mutation
Fatebinding Unleash the true power of Wyrd throughout your grove.
---------------------------------------------------------------
Basically meaning you could 'extend' the forests by planting little trees even in non-forest, and if you kept enough in one location you could create a grove object that was enterable. To me this avoided the issue of annoying druids claiming part of your home territory as 'theirs', since they only 'owned' the elevation inside the location. All the little customizations were going to be mostly cosmetic but also give very basic utility (non-combat) benefits... like locating, tracking, transporting, concealment, a mini-game, etc... but I didn't get around to finishing it when I realized it probably wasn't going to work.
QUOTE
AB HORTICULTURE
Purpose: Single trees can grow to produce wood (The Sapling skill in Druidry is replaced by some other demesne-holding skill). Groves function as private elevations with various customizations that can be added, and allow the player to exert influence in forest environments while they are inside.
You have gained the following abilities in Horticulture:
--------------------------------------------------------------
Harvest Collect tiny seeds that may be cultivated.
Oak*
Seedlings Allow your seeds to sprout in small trays.
Elm*
Yew*
Fertilize Spread blood and bone to hasten growth.
Pine*
Elder*
Transplant Relocate a tree without harming it.
Hazel*
Ash*
Attune Connect a fully grown tree to your forest.
Rowan*
Willow*
Groves Entwine a circle of trees to create a sacred grove.
Master
---------------------------------------------------------------
You have gained the following abilities in Naturalism
---------------------------------------------------------------
Ants* A small colony can keep the foliage healthy.
Butterflies* Beautiful insects that are vital to the ecosystem.
Bees* Encourage bees to pollinate your forest.
Frogs*
Mammals* Small squirrels and possums inhabit the treetops.
Vines* Flowering vines grow in symbiotic relationships.
Owls* Nocturnal predators keep vermin in check.
Songbirds* Nests in the canopy will attract native songbirds.
Pools* Form small watery ponds for larger wildlife to drink.
Gateway Travel to another grove across the continent.
Genesis The power to create new and exotic plants.
Awakening Fully awaken the living spirits of your trees.
---------------------------------------------------------------
You have gained the following abilities in Wyrdlore
---------------------------------------------------------------
Scorpions*
Dragonflies*
Wasps*
Spiders* Silvery webs betray the poisonous insects nearby.
Bats*
Thorns*
Snakes*
Gateway
Lair*
Mutation
Fatebinding Unleash the true power of Wyrd throughout your grove.
---------------------------------------------------------------
Basically meaning you could 'extend' the forests by planting little trees even in non-forest, and if you kept enough in one location you could create a grove object that was enterable. To me this avoided the issue of annoying druids claiming part of your home territory as 'theirs', since they only 'owned' the elevation inside the location. All the little customizations were going to be mostly cosmetic but also give very basic utility (non-combat) benefits... like locating, tracking, transporting, concealment, a mini-game, etc... but I didn't get around to finishing it when I realized it probably wasn't going to work.
Unknown2006-08-31 11:03:24
I'd say that if we want to have this grove feel to demesnes, don't leave the Aquamancers and Geomancers out. The Aquamancers would be pretty easy, more than enough river and ocean rooms to fit them all. I have no idea for Geomancers though.
And I like Elryn's idea. Although the problem of territory still stands if they are able to teleport there. And I like the idea of utility. Perhaps, for one of minor ability is that to be able to summon only willing people. Sort of like when you summon someone, that person has to type YES or OK before they are summoned to you.
And I like Elryn's idea. Although the problem of territory still stands if they are able to teleport there. And I like the idea of utility. Perhaps, for one of minor ability is that to be able to summon only willing people. Sort of like when you summon someone, that person has to type YES or OK before they are summoned to you.
Nementh2006-08-31 14:20:48
actually I do not know if mages should be including in the grove like thing. They are afterall, NOT THE SAME archetype. I know I would really love the druids to be more distingished from mages... equal to in ability to kill, but different. That was our biggest complaint back with runs... we were basically crappy half-mages back then... now we are 2/3rds of a mage, which is getting closer, but we are happier as a whole because we are obviously not mages now...
Mages do not become 'part' of the land like Druids do. We are directly linked to the forest around us, just through our totem skills. I have nothing wrong with mages getting utility and fun skills, but right now you guys have illusions, which is filled with plenty of those...
Mages do not become 'part' of the land like Druids do. We are directly linked to the forest around us, just through our totem skills. I have nothing wrong with mages getting utility and fun skills, but right now you guys have illusions, which is filled with plenty of those...
Saran2006-08-31 14:21:57
I would love a secondary guild ability that would let us convert a forest room into a private grove. Though Elryn are you suggesting that a druid would grow the nine different trees in a location to eventually form the grove(i'd suggest thirteen but that's just because of the sacred trees and is oocy) which is then say 'enter grove'...ed then allowing saplings to be grown as they are now?
I loved the feeling of a private room in the forest that I was responsible for caring for as well as the abilities like forestbinding or whatever.
I actually wouldn't mind seeing aquamancers raising pools or something... fonts of the elemental power?
I loved the feeling of a private room in the forest that I was responsible for caring for as well as the abilities like forestbinding or whatever.
I actually wouldn't mind seeing aquamancers raising pools or something... fonts of the elemental power?
Unknown2006-08-31 14:31:38
My point of giving mages a 'grove' feel to them is not because of utility, but more because of the chance to get attatched to a room of your own.
Although, I'd say that perhaps giving them this ability to have a personal 'grove' might make the archetypes too similar.
Although, I'd say that perhaps giving them this ability to have a personal 'grove' might make the archetypes too similar.
Sylphas2006-08-31 15:31:21
QUOTE(Saran @ Aug 31 2006, 10:21 AM) 326204
I would love a secondary guild ability that would let us convert a forest room into a private grove. Though Elryn are you suggesting that a druid would grow the nine different trees in a location to eventually form the grove(i'd suggest thirteen but that's just because of the sacred trees and is oocy) which is then say 'enter grove'...ed then allowing saplings to be grown as they are now?
I'd suggest a choice between Druidry and "Groves," or whatever you want to call it. Druidry would be as it is now, combat based with a mobile demesne, and the other would be about just one room, and much less focused on combat (although you'd give it cudgel and maybe thornlash, stuff that works outside of a demesne).
Now that I think about it, I'm rather attached to my manse room, I just don't have any skills to use with it. Would having a grove make manses less attractive to druids?
Saran2006-08-31 16:31:11
QUOTE(Sylphas @ Sep 1 2006, 01:31 AM) 326221
I'd suggest a choice between Druidry and "Groves," or whatever you want to call it. Druidry would be as it is now, combat based with a mobile demesne, and the other would be about just one room, and much less focused on combat (although you'd give it cudgel and maybe thornlash, stuff that works outside of a demesne).
Now that I think about it, I'm rather attached to my manse room, I just don't have any skills to use with it. Would having a grove make manses less attractive to druids?
I don't really like that, it means that the choice is not so much between the optional extras but between what really makes a druid a druid right now. Also I can see a big push towards keeping druidry over switching to groves, especially with this attempt to keep certain areas melded near constantly.
However as a secondary skill it means you have the option of taking a skillchoice that has some combat purpose or deciding on groves which might be helpful, but only ever in the one room you have as your grove if at all
Daganev2006-08-31 16:36:50
How about an Aethercraft specilization that focus on making your manse more like a grove?
Saran2006-08-31 16:41:53
QUOTE(daganev @ Sep 1 2006, 02:36 AM) 326247
How about an Aethercraft specilization that focus on making your manse more like a grove?
You haven't seen the Avaerin have you?