Malarious2009-10-18 06:29:19
QUOTE (Xavius @ Oct 17 2009, 11:54 PM) <{POST_SNAPBACK}>
Handfuls. With a change like that, people would be able to respond to things under aeon much faster, which rather defeats the purpose. The system-breaking aspect is tangential. Aeon's main purposes are 1) preventing stacked cures, and 2) forcing the target to wait at least one second, usually longer, before responding to a new situation. You'd be stripping out the second one, which has implications for things like sleeplock and even getting aeon to stick.
Xavius handled the reply, I wasnt going to be the one to ask why aeon needed to be beaten with a dead horse. And for once, I agree with him!
<3 Xav
Llandros2009-10-18 15:20:55
As far as reducing the commodities for certain items, for the benefits they give horns, watches and music boxes are crazy expensive to make.
The tinkering enchantments available for them are no where near worth the cost of the items that they go on. Cutting them by 1/3 to 1/2 would go a great ways to help with that.
Also, with all the people having trouble with aeon and choke, extending the duration of the truetime enchantment might be helpful for that as well.
Edit: for example the only tinkering enchantments i've ever sold out of a store are a few tempo watches and one truetime
The tinkering enchantments available for them are no where near worth the cost of the items that they go on. Cutting them by 1/3 to 1/2 would go a great ways to help with that.
Also, with all the people having trouble with aeon and choke, extending the duration of the truetime enchantment might be helpful for that as well.
Edit: for example the only tinkering enchantments i've ever sold out of a store are a few tempo watches and one truetime
Shiri2009-10-18 16:02:12
..."beaten with a dead horse"?
Tervic2009-10-18 17:03:01
QUOTE (Shiri @ Oct 18 2009, 09:02 AM) <{POST_SNAPBACK}>
..."beaten with a dead horse"?
Beating something -with- a dead horse even worse than beating the dead horse itself.
Malarious2009-10-18 18:09:36
QUOTE (Shiri @ Oct 18 2009, 12:02 PM) <{POST_SNAPBACK}>
..."beaten with a dead horse"?
QUOTE (Tervic @ Oct 18 2009, 01:03 PM) <{POST_SNAPBACK}>
Beating something -with- a dead horse even worse than beating the dead horse itself.
Xiel2009-10-18 18:11:15
QUOTE (Llandros @ Oct 18 2009, 08:20 AM) <{POST_SNAPBACK}>
As far as reducing the commodities for certain items, for the benefits they give horns, watches and music boxes are crazy expensive to make.
The tinkering enchantments available for them are no where near worth the cost of the items that they go on. Cutting them by 1/3 to 1/2 would go a great ways to help with that.
Also, with all the people having trouble with aeon and choke, extending the duration of the truetime enchantment might be helpful for that as well.
Edit: for example the only tinkering enchantments i've ever sold out of a store are a few tempo watches and one truetime
The tinkering enchantments available for them are no where near worth the cost of the items that they go on. Cutting them by 1/3 to 1/2 would go a great ways to help with that.
Also, with all the people having trouble with aeon and choke, extending the duration of the truetime enchantment might be helpful for that as well.
Edit: for example the only tinkering enchantments i've ever sold out of a store are a few tempo watches and one truetime
Here's something I agree with as well. With the overall lack of desire for most of the Tinkering enchantments, the cost for the commodities of the objects they go on, and the limited range of the skillset itself, the cost of even entertaining the idea of using Tinkering enchantments ends up with folk just choosing to outright forego these additions. The base commodity amount for the horns, watches and musicboxes range from 50 to 75 to 125. If they were cut down to say, 10, 25 and 50-75, I'd think it'd help a LITTLE bit to encourage this (but I'd think an overall change in the enchantment effects would be even better, but that's an envoy concern and I already took a whack at it before.).
Trasse2009-10-18 23:03:14
Here's a random suggestion (I don't know how hard this would be to code with the current engine though). Could players be able to eat herbs right out of the rift, without having to OUTR them? That'd probably soften a barrier to entry for making systems, especially where things like Aeon and Choke are concerned.
Malarious2009-10-22 02:59:45
Can we get a list of changes now in consideration? Ones you already posted that were okayed, or new ones added and such so we can keep a progress report? I am eager for the demesne nerfs.
Charune2009-10-22 03:36:13
QUOTE (Malarious @ Oct 21 2009, 10:59 PM) <{POST_SNAPBACK}>
Can we get a list of changes now in consideration? Ones you already posted that were okayed, or new ones added and such so we can keep a progress report? I am eager for the demesne nerfs.
A final draft will be posted in the next few days.
Tervic2009-10-22 03:41:30
QUOTE (Charune @ Oct 21 2009, 08:36 PM) <{POST_SNAPBACK}>
A final draft will be posted in the next few days.
Oooh, will we get to dissect it again?
Estarra2009-10-22 03:44:18
QUOTE (Tervic @ Oct 21 2009, 08:41 PM) <{POST_SNAPBACK}>
Oooh, will we get to dissect it again?
Not really... remember, this project was supposed to be what we focused on in October, not something that would drag on forever!
Tervic2009-10-22 04:36:56
QUOTE (Estarra @ Oct 21 2009, 08:44 PM) <{POST_SNAPBACK}>
Not really... remember, this project was supposed to be what we focused on in October, not something that would drag on forever!
Pwease?
Llandros2009-10-26 16:25:25
any update on the final draft?
Daganev2009-10-26 21:42:21
wait for nov 1st then ask
Unknown2009-10-31 18:22:21
Just want to add:
If demesnes are getting smaller, can they be a bit more flexible?
Something like a lower power Regrowth/Earthquake/etc that refreshes all the effects currently active and an ability to dissolve single rooms (or all rooms except the demesne center)?
If demesnes are getting smaller, can they be a bit more flexible?
Something like a lower power Regrowth/Earthquake/etc that refreshes all the effects currently active and an ability to dissolve single rooms (or all rooms except the demesne center)?
Unknown2009-11-02 04:29:27
As a player who's been following the game since before it opened in beta, but had to quit playing for a long period of time I'd like to toss in my two cents about coming back to the game.
1) Costs are slightly prohibitive. It's one thing to start a new character and then buy a health elixir, and then a mana elixir, and then some of this herb, and then some robes to slowly build up your personal inventory, but the number of items required to simply function at higher levels is slightly ridiculous. Every time I want to log in and bash I have to go find a new healing scroll, a series of health vials/keg, several of the curative elixirs (mending and frost spring to mind, but I'm sure there are others that you "need" just to walk out of your organization's walls), robes, replenish my stock of sparkleberries, find a bunch of jewelery for my regeneration enchantments, find a powerstone to enchant my regenerations. Granted, the powerstone is specific to me being an Enchanter, but if I couldn't do it myself I'd still have to purchase rings for Mercy, Kingdom, Beauty, and the other one. And then there's stuff like Waterwalk that you don't actually need but might as well be required.
Obviously there isn't much you can really do about the costs, but reducing the amount of healing elements would help here. From an outsider's perspective, removing healing scrolls as passive curatives would reduce complexity. Keep them as a stronger healing spell that uses equilibrium if desired, but having to "sip health;outr sparkleberry;eat sparkleberry;read healing" while bashing is something of a headache. And now there's beast healing too?
If the amount of healing is reduced universally, damage being dealt would also need tweaked to take this into account, but I think it would help the simplification process.
2) My other major desire is the "universal affliction lines" change. Possibly barring something like Stupidity, I think that each affliction giving attack should give a secondary "Your skull has been brutally smashed in" type of message. It's one thing to require a system to participate in combat. It's a large part of what makes Lusternian combat fun. However, the fact the I have to try to collect 53 different lines that all make me type "writhe" is a chore.
I understand the illusions concern, but I think that adding this standardization is the single most important thing you could do to encourage new/returning combatants to undertake the endeavor that is Lusternian combat. Illusions should be simple enough to tweak to account for the change, but even if it's impossible I think that the good of the game itself outweighs the concerns of a single skillset (one which my character possesses).
1) Costs are slightly prohibitive. It's one thing to start a new character and then buy a health elixir, and then a mana elixir, and then some of this herb, and then some robes to slowly build up your personal inventory, but the number of items required to simply function at higher levels is slightly ridiculous. Every time I want to log in and bash I have to go find a new healing scroll, a series of health vials/keg, several of the curative elixirs (mending and frost spring to mind, but I'm sure there are others that you "need" just to walk out of your organization's walls), robes, replenish my stock of sparkleberries, find a bunch of jewelery for my regeneration enchantments, find a powerstone to enchant my regenerations. Granted, the powerstone is specific to me being an Enchanter, but if I couldn't do it myself I'd still have to purchase rings for Mercy, Kingdom, Beauty, and the other one. And then there's stuff like Waterwalk that you don't actually need but might as well be required.
Obviously there isn't much you can really do about the costs, but reducing the amount of healing elements would help here. From an outsider's perspective, removing healing scrolls as passive curatives would reduce complexity. Keep them as a stronger healing spell that uses equilibrium if desired, but having to "sip health;outr sparkleberry;eat sparkleberry;read healing" while bashing is something of a headache. And now there's beast healing too?
If the amount of healing is reduced universally, damage being dealt would also need tweaked to take this into account, but I think it would help the simplification process.
2) My other major desire is the "universal affliction lines" change. Possibly barring something like Stupidity, I think that each affliction giving attack should give a secondary "Your skull has been brutally smashed in" type of message. It's one thing to require a system to participate in combat. It's a large part of what makes Lusternian combat fun. However, the fact the I have to try to collect 53 different lines that all make me type "writhe" is a chore.
I understand the illusions concern, but I think that adding this standardization is the single most important thing you could do to encourage new/returning combatants to undertake the endeavor that is Lusternian combat. Illusions should be simple enough to tweak to account for the change, but even if it's impossible I think that the good of the game itself outweighs the concerns of a single skillset (one which my character possesses).
Munsia2009-11-02 05:50:36
Don't really have time to read back through all this but concerning currents and such, are they going to be replaced, or what? It seems that the Aqua demesne was primarily a defensive demesne made to move people around and keep them off your tail...this change seems to take that away from them vastly. Most of the skillset needs reworked, IMO, or remove currents and add something for an offensive touch.
Tervic2009-11-02 16:56:57
QUOTE (Inky @ Oct 31 2009, 10:22 AM) <{POST_SNAPBACK}>
Just want to add:
If demesnes are getting smaller, can they be a bit more flexible?
Something like a lower power Regrowth/Earthquake/etc that refreshes all the effects currently active and an ability to dissolve single rooms (or all rooms except the demesne center)?
If demesnes are getting smaller, can they be a bit more flexible?
Something like a lower power Regrowth/Earthquake/etc that refreshes all the effects currently active and an ability to dissolve single rooms (or all rooms except the demesne center)?
I think if you force(flood|taint|forest) a location, even if it's in your own meld, it effectively unmelds the room. A real druid could confirm this though.
Lehki2009-11-02 17:08:11
QUOTE (Tervic @ Nov 2 2009, 11:56 AM) <{POST_SNAPBACK}>
I think if you force(flood|taint|forest) a location, even if it's in your own meld, it effectively unmelds the room. A real druid could confirm this though.
It does, but that costs power, and as a druid I already use plenty of power. ):
Estarra2009-11-02 17:50:05
FYI, we have pretty much decided to implement most of what was on the original report. Within the next several weeks, we hope to complete this project so keep an eye out on the announce board!