Gero2009-09-06 21:29:55
CODE
ANNOUNCE NEWS #1384
Date: 9/6/2009 at 21:25
From: Estarra, the Eternal
To  : Everyone
Subj: Major Planar Conflict Changes
If you've been following the forums, you know we have been discussing
tweaks to the planar conflict systems to help balance out the ability to
raid without becoming allowing it to become a relentless or overwhelming
state. With that in mind, we've implemented the following changes. Keep
in mind these changes are up for review, so we'd be interested in your
input on the forums.
o Insanity on Planes
- If you are an enemy to Celest, you will accrue insanity on
Water/Celestia.
- If you are an enemy to Magnagora, you will accrue insanity on
Earth/Nil.
- If you are an enemy to Serenwilde, you will accrue insanity on
Ethereal Seren.
- If you are an enemy to Glomdoring, you will accrue insanity on
Ethereal Glom.
- If you are an enemy to Serenwilde or Glomdoring, you will accrue
insanity on Faethorn (not cumulative if you are enemied to both).
- If the city/commune constructs that increase insanity on planes will
have a cumulative effect with the above.
o Conglutination in Planar
  - Conglutination in Planar has been dropped to Expert level.
  - New transcendent skill has been added called GateMaster.
o Ladies/Daughters
- The number of fae required to summon daughters/ladies has been
reduced.
o Discretionary Powers
  - Distort can be raised on all planes.
o Guardians
- Guardians are a way of those not skilled in PK to still engage in the
defense of a plane.
  - See HELP NEXUS GUARDIANS.
o The hai'Glom Ritual
- If the hai'Glom ritual is enacted, insanity penalties will increase on
Elemental and Cosmic planes.
- The number of fae appearing in Faethorn will be dramatically reduced.
- Ethereal Crows will invade the Elemental Planes-they carry essence and
will drain power from Glomdoring Nexus if killed.
- Ethereal Harts will invade the Elemental Planes-they carry essence and
will drain power from Serenwilde Nexus if killed.
o The hai'Glom Ritual
- If the Xion Initiative is enacted, insanity penalties will increase on
ethereal planes.
- The number of creatures appearing in the Elemental Planes will be
dramatically reduced.
- Water Elementals will invade the Ethereal Planes-they carry essence
and will drain power from Celest Nexus if killed.
- Earth Elementals will invade the Ethereal Planes-they carry essence
and will drain power from Magnagora Nexus if killed.
Date: 9/6/2009 at 21:25
From: Estarra, the Eternal
To  : Everyone
Subj: Major Planar Conflict Changes
If you've been following the forums, you know we have been discussing
tweaks to the planar conflict systems to help balance out the ability to
raid without becoming allowing it to become a relentless or overwhelming
state. With that in mind, we've implemented the following changes. Keep
in mind these changes are up for review, so we'd be interested in your
input on the forums.
o Insanity on Planes
- If you are an enemy to Celest, you will accrue insanity on
Water/Celestia.
- If you are an enemy to Magnagora, you will accrue insanity on
Earth/Nil.
- If you are an enemy to Serenwilde, you will accrue insanity on
Ethereal Seren.
- If you are an enemy to Glomdoring, you will accrue insanity on
Ethereal Glom.
- If you are an enemy to Serenwilde or Glomdoring, you will accrue
insanity on Faethorn (not cumulative if you are enemied to both).
- If the city/commune constructs that increase insanity on planes will
have a cumulative effect with the above.
o Conglutination in Planar
  - Conglutination in Planar has been dropped to Expert level.
  - New transcendent skill has been added called GateMaster.
o Ladies/Daughters
- The number of fae required to summon daughters/ladies has been
reduced.
o Discretionary Powers
  - Distort can be raised on all planes.
o Guardians
- Guardians are a way of those not skilled in PK to still engage in the
defense of a plane.
  - See HELP NEXUS GUARDIANS.
o The hai'Glom Ritual
- If the hai'Glom ritual is enacted, insanity penalties will increase on
Elemental and Cosmic planes.
- The number of fae appearing in Faethorn will be dramatically reduced.
- Ethereal Crows will invade the Elemental Planes-they carry essence and
will drain power from Glomdoring Nexus if killed.
- Ethereal Harts will invade the Elemental Planes-they carry essence and
will drain power from Serenwilde Nexus if killed.
o The hai'Glom Ritual
- If the Xion Initiative is enacted, insanity penalties will increase on
ethereal planes.
- The number of creatures appearing in the Elemental Planes will be
dramatically reduced.
- Water Elementals will invade the Ethereal Planes-they carry essence
and will drain power from Celest Nexus if killed.
- Earth Elementals will invade the Ethereal Planes-they carry essence
and will drain power from Magnagora Nexus if killed.
I dislike the new trans skill, and pretty much everything else.
Lorina2009-09-06 21:33:02
CTRL+ALT+Z
Undo undo undo
Undo undo undo
Unknown2009-09-06 21:39:13
QUOTE
o Ladies/Daughters
- The number of fae required to summon daughters/ladies has been
reduced.
- The number of fae required to summon daughters/ladies has been
reduced.
*thumbsup x 20*
Xenthos2009-09-06 21:39:59
I still would like
1) The ability to see how long until the thing breaks, or
2) The quests revamped so that you actually need to do the raiding in order to get the extra 25k bonus power, and if the counterquest is done it just ends things right then and there. (You are raiding to get the 25k bonus power at the end, if you don't do enough, you don't get the bonus, just the initial 10k. If the counterquest is done, no bonus, no matter how much you raided).
1) The ability to see how long until the thing breaks, or
2) The quests revamped so that you actually need to do the raiding in order to get the extra 25k bonus power, and if the counterquest is done it just ends things right then and there. (You are raiding to get the 25k bonus power at the end, if you don't do enough, you don't get the bonus, just the initial 10k. If the counterquest is done, no bonus, no matter how much you raided).
Unknown2009-09-06 21:40:34
QUOTE
99.99 NEXUS GUARDIANS
Guardians are a special type of non-sentient guard that must be completely
controlled by a Guild Protector or Guild Security. They can only be summoned on
non-prime planes (ethereal, elemental, cosmic). They cost 400 power per person
and will last one month.
NEXUS COMMANDS
=================
NEXUS GUARDIAN LIST
- Lists all everyone who has called a guardian, the guardians locations (if not
dismissed), and how many days left before they will decay.
NEXUS GUARDIAN CREATE
- Creates a guardian
- Costs 400 discretionary power.
- Lasts 30 days unless killed.
- Can be summoned or dismissed from any non-prime plane.
NEXUS GUARDIAN BECOME
- Player goes out of phase.
- Player can control the guardian with GUARD commands.
GUARD COMMANDS
=================
GUARD MOVE
- Move the guardian in basic directions.
- May not be moved out off the plane they were summoned.
GUARD RETURN
- Returns the guardian to the nexus they were summoned from.
GUARD LOOK
- Look through the guardian's eyes.
GUARD LOOK WHO
- Look at everyone in the room through the guardian's eyes.
GUARD TRACK
- Move the guardian to anyone within its range.
GUARD ATTACK
- Basic guardian attack.
GUARD WEB
- Guardian can cast an entanglement spell.
- Costs 1 power.
GUARD NULLIFY
- Guardian can nullify shields.
GUARD SHIELD
- Guardian can cast a shield around itself (not others).
GUARD SAY
- Guardian can speak.
GUARD EMOTE
- Guardian can emote.
GUARD STATUS
- See the guardian's basic status and location.
GUARD DISMISS
- Dismisses the guardian. You can still BECOME the guardian again without having
to create another so long as the one-month timer has not expired.
NOTE: You will see who enters and exits the guardians location, as well as all
normal conversations.
NOTE: If the guardian dies, the controller of the guardian will die as well. It
is imperative to keep track of your guardian's health and try to recall it
before it dies (or you will die too). Once a guardian dies, you will have to
create a new one (and thus spend another 400 discretionary power) before you can
summon another. Remember, it is ALWAYS important to dismiss your guardian if it
is not in use.
NOTE: Guardians on their own may not be very practical or effective defenders.
In other words, guardians are not meant to replace actual player fighters when
it comes to defending against raids, etc. However, in conjunction with player
fighters, they can certainly be an effective and deadly support.
Guardians are a special type of non-sentient guard that must be completely
controlled by a Guild Protector or Guild Security. They can only be summoned on
non-prime planes (ethereal, elemental, cosmic). They cost 400 power per person
and will last one month.
NEXUS COMMANDS
=================
NEXUS GUARDIAN LIST
- Lists all everyone who has called a guardian, the guardians locations (if not
dismissed), and how many days left before they will decay.
NEXUS GUARDIAN CREATE
- Creates a guardian
- Costs 400 discretionary power.
- Lasts 30 days unless killed.
- Can be summoned or dismissed from any non-prime plane.
NEXUS GUARDIAN BECOME
- Player goes out of phase.
- Player can control the guardian with GUARD commands.
GUARD COMMANDS
=================
GUARD MOVE
- Move the guardian in basic directions.
- May not be moved out off the plane they were summoned.
GUARD RETURN
- Returns the guardian to the nexus they were summoned from.
GUARD LOOK
- Look through the guardian's eyes.
GUARD LOOK WHO
- Look at everyone in the room through the guardian's eyes.
GUARD TRACK
- Move the guardian to anyone within its range.
GUARD ATTACK
- Basic guardian attack.
GUARD WEB
- Guardian can cast an entanglement spell.
- Costs 1 power.
GUARD NULLIFY
- Guardian can nullify shields.
GUARD SHIELD
- Guardian can cast a shield around itself (not others).
GUARD SAY
- Guardian can speak.
GUARD EMOTE
- Guardian can emote.
GUARD STATUS
- See the guardian's basic status and location.
GUARD DISMISS
- Dismisses the guardian. You can still BECOME the guardian again without having
to create another so long as the one-month timer has not expired.
NOTE: You will see who enters and exits the guardians location, as well as all
normal conversations.
NOTE: If the guardian dies, the controller of the guardian will die as well. It
is imperative to keep track of your guardian's health and try to recall it
before it dies (or you will die too). Once a guardian dies, you will have to
create a new one (and thus spend another 400 discretionary power) before you can
summon another. Remember, it is ALWAYS important to dismiss your guardian if it
is not in use.
NOTE: Guardians on their own may not be very practical or effective defenders.
In other words, guardians are not meant to replace actual player fighters when
it comes to defending against raids, etc. However, in conjunction with player
fighters, they can certainly be an effective and deadly support.
This makes me very sad. It also makes me wonder if that's 1 OOC month for 400 power or 1 IC month.
Xavius2009-09-06 21:40:35
QUOTE (SerenGuard Gero @ Sep 6 2009, 04:29 PM) <{POST_SNAPBACK}>
I dislike the new trans skill, and pretty much everything else.
QUOTE (Lorina @ Sep 6 2009, 04:33 PM) <{POST_SNAPBACK}>
CTRL+ALT+Z
Undo undo undo
Undo undo undo
Psh, you're both pansies. It's not what I would have chosen, but none of it looks game breaking.
Lorina2009-09-06 21:42:41
Uh yeah. What if everyone starts weaving gates all over the place? You have to go around and distort all of those gates or raise distortion every half hour or some such. This looks like a major power waster.
Llandros2009-09-06 21:42:51
The funny thing is that people cry about kick and run raids, well now these changes make it so that there will be kick and run raids constantly as prolonged encounters are more difficult
Dynami2009-09-06 21:44:10
So, who wants to spend 400 power and test a guardian? Any volunteers at all?
Kiradawea2009-09-06 21:44:42
Guardians last 30 IC days apparently. But let's see how effective they are before they're trounced.
Though still... if you're a protector or security, you should be a fighter somewhat anyway, so limiting it to protector/security only seems a bit...
Though still... if you're a protector or security, you should be a fighter somewhat anyway, so limiting it to protector/security only seems a bit...
Gero2009-09-06 21:45:01
BUWHAHAHAHA, You don't even need to be a fighter now to defend. I'll just make a novice and sit and defend when raiders come now.
Dynami2009-09-06 21:48:14
QUOTE (SerenGuard Gero @ Sep 6 2009, 05:45 PM) <{POST_SNAPBACK}>
BUWHAHAHAHA, You don't even need to be a fighter now to defend. I'll just make a novice and sit and defend when raiders come now.
I don't think any power minister will trust a novice with a 400 power guardian.
Gero2009-09-06 21:49:08
QUOTE (Dynami @ Sep 6 2009, 02:48 PM) <{POST_SNAPBACK}>
I don't think any power minister will trust a novice with a 400 power guardian.
Yo, I can rock a guardian, shoots here you go.
Estarra2009-09-06 21:49:08
QUOTE (SerenGuard Gero @ Sep 6 2009, 02:45 PM) <{POST_SNAPBACK}>
BUWHAHAHAHA, You don't even need to be a fighter now to defend. I'll just make a novice and sit and defend when raiders come now.
As was stated in the help file, they aren't really meant to replace player fighters but rather to supplement. Trying to defend just with the nexus guardians against experienced players will probably end with you dying. But feel free to try!
Unknown2009-09-06 21:50:46
While we're at this, can we please make sure certain unnamed counterquests work properly as described before we waste hours camping a certain unnamed plane?
Otherwise, yeah gatemaster will so be whored.
Otherwise, yeah gatemaster will so be whored.
Unknown2009-09-06 21:52:57
QUOTE
Syntax: GATEWEAVE BOND
GATEWEAVE UNBOND
Power: 10 (any) plus special
Your mastery of planar gates is such that it will take only half the time to weave and unravel. However, the greatest ability is to bond with gates that you have created. Bonding with a gate will only allow yourself to use the gate plus it will make it impossible for anyone else to unravel the gate (though it can still be distorted). Bonded gates will decay in 90 days AND drain power from your reserves on a daily basis.
GATEWEAVE UNBOND
Power: 10 (any) plus special
Your mastery of planar gates is such that it will take only half the time to weave and unravel. However, the greatest ability is to bond with gates that you have created. Bonding with a gate will only allow yourself to use the gate plus it will make it impossible for anyone else to unravel the gate (though it can still be distorted). Bonded gates will decay in 90 days AND drain power from your reserves on a daily basis.
Dynami2009-09-06 21:54:28
Does that mean people can't follow you through it?
Eventru2009-09-06 21:55:24
QUOTE (Sojiro @ Sep 6 2009, 05:50 PM) <{POST_SNAPBACK}>
While we're at this, can we please make sure certain unnamed counterquests work properly as described before we waste hours camping a certain unnamed plane?
Otherwise, yeah gatemaster will so be whored.
Otherwise, yeah gatemaster will so be whored.
It worked as described. You collected one -point- over the threshold. Most corpses are worth multiple points.
Unknown2009-09-06 21:56:43
I'm highly amused by these changes. However, it states that guardians are for those who are NOT skilled in PK, yet you have to be a guild protector to use them? Why would ANY guild put those not skilled in PK in protector positions? That's like marking a bunch of non-coms with a HUGE bullseye target saying, "Here they are, come and get 'em!"
Also, major kudos on lowering the skill level for conglutination!
Also, major kudos on lowering the skill level for conglutination!
Lorina2009-09-06 21:57:50
I so was hoping a skill in planar that would let people trans to planes connected to nexus....I hate being a ferrywoman.