Noola2010-07-10 01:57:58
QUOTE (Xiel @ Jul 9 2010, 08:56 PM) <{POST_SNAPBACK}>
Gems are base 150+ for 1. 450 just for a bottle + the cost in sorcelglass comms + the comms of the design builds up.
Yeah, and? The customer would be paying that anyway. You're just adding the convenience of them getting it all in one stop. Like getting milk and eggs at the convenience store when you stop to get gas.
Esano2010-07-10 08:25:02
QUOTE (Noola @ Jul 10 2010, 11:57 AM) <{POST_SNAPBACK}>
Yeah, and? The customer would be paying that anyway. You're just adding the convenience of them getting it all in one stop. Like getting milk and eggs at the convenience store when you stop to get gas.
The difference is people are less likely to factor than in than to go "No way am I paying over 1k for a bottle!" instead of "Hmm, 500g for a sorcelglass scroll? Sure".
EDIT: Plus, not all shopkeepers have the liquidity required to stock a large number of expensive items, although I don't expect Lendren falls into that category.
Siam2010-07-10 16:29:39
Domoth-themed Havens mini-quest, please!
(After more urge matters are addressed, that is.)
EDIT:
Rewards could be karma, decent amount of essence, or something fancy and useful!
(After more urge matters are addressed, that is.)
EDIT:
Rewards could be karma, decent amount of essence, or something fancy and useful!
Everiine2010-07-10 18:13:26
The real problem is that you are trying to sell Bookbinding wares in a shop, silly. Everyone knows that Bookbinders aren't supposed to be making money.
Neos2010-07-10 18:18:34
QUOTE (Everiine @ Jul 10 2010, 02:13 PM) <{POST_SNAPBACK}>
The real problem is that you are trying to sell Bookbinding wares in a shop, silly. Everyone knows that Bookbinders aren't supposed to be making money.
They must never know the truth...
Llesvelt2010-07-10 20:50:54
We should unionize.
"You want books? YOU CANT HANDLE THE BOOKS!"
That last line was totally pointless, but it had to be there.
"You want books? YOU CANT HANDLE THE BOOKS!"
That last line was totally pointless, but it had to be there.
Lendren2010-07-11 02:10:09
We really need to address the imbalance between how long it takes to vandalize, and how long it takes to clean up after vandals. Destroying things should take just as long as it takes when they're enchanted, but when they're not, it shouldn't keep taking 50 times as long as it takes to build them, or flame sigil and drop them. It'd be nice if we could expect the player base to be just slightly more mature than six year old boys so we didn't have to deal with this with coding changes, but that's clearly not going to happen, so maybe a little coded change is in order. Really.
Noola2010-07-11 02:25:17
QUOTE (Lendren @ Jul 10 2010, 09:10 PM) <{POST_SNAPBACK}>
We really need to address the imbalance between how long it takes to vandalize, and how long it takes to clean up after vandals. Destroying things should take just as long as it takes when they're enchanted, but when they're not, it shouldn't keep taking 50 times as long as it takes to build them, or flame sigil and drop them. It'd be nice if we could expect the player base to be just slightly more mature than six year old boys so we didn't have to deal with this with coding changes, but that's clearly not going to happen, so maybe a little coded change is in order. Really.
What happened?
Lendren2010-07-11 02:41:17
Yet another round of statues. Takes a minute to build and about two hours to tear down. I'm suggesting the perpetrator move up to wet willies and wedgies as a new form of "glory", with hopes eventually to graduate to throwing boogers. But that's not the point: infantile vandalism has always been around, has been perpetrated by all sides, so it doesn't matter who happens to have done today's round, because there'll always be another round.
It takes so long to destroy art because art can also be, when enchanted, a lot more than just art. But there's no good reason why it takes so many times longer to destroy unenchanted art than to set it up. It only encourages this kind of childishness. (It also makes no sense that it takes only a second to ruin the enchantment on a painting, but still takes an age to tear down the unenchanted painting, but that's a separate issue.)
It takes so long to destroy art because art can also be, when enchanted, a lot more than just art. But there's no good reason why it takes so many times longer to destroy unenchanted art than to set it up. It only encourages this kind of childishness. (It also makes no sense that it takes only a second to ruin the enchantment on a painting, but still takes an age to tear down the unenchanted painting, but that's a separate issue.)
Noola2010-07-11 02:51:23
QUOTE (Lendren @ Jul 10 2010, 09:41 PM) <{POST_SNAPBACK}>
Yet another round of statues. Takes a minute to build and about two hours to tear down. I'm suggesting the perpetrator move up to wet willies and wedgies as a new form of "glory", with hopes eventually to graduate to throwing boogers. But that's not the point: infantile vandalism has always been around, has been perpetrated by all sides, so it doesn't matter who happens to have done today's round, because there'll always be another round.
It takes so long to destroy art because art can also be, when enchanted, a lot more than just art. But there's no good reason why it takes so many times longer to destroy unenchanted art than to set it up. It only encourages this kind of childishness. (It also makes no sense that it takes only a second to ruin the enchantment on a painting, but still takes an age to tear down the unenchanted painting, but that's a separate issue.)
It takes so long to destroy art because art can also be, when enchanted, a lot more than just art. But there's no good reason why it takes so many times longer to destroy unenchanted art than to set it up. It only encourages this kind of childishness. (It also makes no sense that it takes only a second to ruin the enchantment on a painting, but still takes an age to tear down the unenchanted painting, but that's a separate issue.)
What's wrong with statues? Are they inappropriate statues? Are they statues of butts or something?
Lendren2010-07-11 02:54:43
In this case they're statues of commune enemies on the road that goes through the commune. Don't ask me what similarly insipid things my communemates have done and where; Glomdoring doesn't have a road running through the middle of its forest but I'm sure people have found some way to be just as irritating. Other times, it's been flame-sigiled paintings, or panties, or severed heads, or other items, sometimes left in high-traffic places thanks to divine fire.
But I really don't want to get sidetracked too much in saying "this person did this dumb thing" -- I'd rather keep the focus on the more general pattern of the imbalance and resulting problem and how it can be remedied, than to make this sound like it's a partisan thing.
But I really don't want to get sidetracked too much in saying "this person did this dumb thing" -- I'd rather keep the focus on the more general pattern of the imbalance and resulting problem and how it can be remedied, than to make this sound like it's a partisan thing.
Xenthos2010-07-11 03:34:24
QUOTE (Lendren @ Jul 10 2010, 10:54 PM) <{POST_SNAPBACK}>
In this case they're statues of commune enemies on the road that goes through the commune. Don't ask me what similarly insipid things my communemates have done and where; Glomdoring doesn't have a road running through the middle of its forest but I'm sure people have found some way to be just as irritating. Other times, it's been flame-sigiled paintings, or panties, or severed heads, or other items, sometimes left in high-traffic places thanks to divine fire.
But I really don't want to get sidetracked too much in saying "this person did this dumb thing" -- I'd rather keep the focus on the more general pattern of the imbalance and resulting problem and how it can be remedied, than to make this sound like it's a partisan thing.
But I really don't want to get sidetracked too much in saying "this person did this dumb thing" -- I'd rather keep the focus on the more general pattern of the imbalance and resulting problem and how it can be remedied, than to make this sound like it's a partisan thing.
We have a road along our border though that has the same thing happen to it (for example, a whole line of "Dame Maeve" statues).
At the same time, Magnagora has had statues of city enemied erected en masse throughout it.
The whole thing is a bit annoying really; it's my opinion that destroying an unenchanted statue should take as long as building it (just balance), while destroying an enchanted statue takes time (since it takes time to enchant it).
PS: While some of the statues are of me, I did not put them there. I even tried to run from the person creating sketches for that purpose.
Felicia2010-07-11 06:24:51
Aetherspace simulator:
Expensive manse artifact that allows entry to a basic "virtual" aethership. Practically speaking, it teleports the owner and his or her friends to a set of pre-made rooms (perhaps implemented from a template by the admins when the artifact is purchased) containing a few gunner's stations, a few siphoning stations, an empath grid, a pilot's chair, a shield orb, etc. ... the bare essentials, in other words. Hull strength might be fixed at a reasonable level regardless of room count, in order to keep the virtual ship's size down.
The simulator would allow players to practice flying and crewing aetherships in aetherspace, without risk of real death and experience loss or other detriments, but also without experience gain or aetheric dust accumulation.
As far as implementing a "virtual" version of aetherspace, I'm not sure how that could be made to work. Perhaps an entirely separate, altered version of the current aetherspace code could be used just for simulators; perhaps the "real" in-game aetherspace could be fed into simulators through "filters" that keep virtual ships and virtual denizens separate from real ships and real denizens (i.e., they're completely invisible to each other and cannot interact, even though they're technically sharing the same virtual real estate).
Also, the ship would not be able to land anywhere. Embarking and debarking can occur only to and from the room where the artifact is installed.
I'm not expecting this to be implemented at all (I suspect implementing it would be a bitch and a half), I just wanted to share.
Expensive manse artifact that allows entry to a basic "virtual" aethership. Practically speaking, it teleports the owner and his or her friends to a set of pre-made rooms (perhaps implemented from a template by the admins when the artifact is purchased) containing a few gunner's stations, a few siphoning stations, an empath grid, a pilot's chair, a shield orb, etc. ... the bare essentials, in other words. Hull strength might be fixed at a reasonable level regardless of room count, in order to keep the virtual ship's size down.
The simulator would allow players to practice flying and crewing aetherships in aetherspace, without risk of real death and experience loss or other detriments, but also without experience gain or aetheric dust accumulation.
As far as implementing a "virtual" version of aetherspace, I'm not sure how that could be made to work. Perhaps an entirely separate, altered version of the current aetherspace code could be used just for simulators; perhaps the "real" in-game aetherspace could be fed into simulators through "filters" that keep virtual ships and virtual denizens separate from real ships and real denizens (i.e., they're completely invisible to each other and cannot interact, even though they're technically sharing the same virtual real estate).
Also, the ship would not be able to land anywhere. Embarking and debarking can occur only to and from the room where the artifact is installed.
I'm not expecting this to be implemented at all (I suspect implementing it would be a bitch and a half), I just wanted to share.
Everiine2010-07-11 15:27:36
Hehe, I thought this thread was for Simple Ideas
Felicia2010-07-11 15:38:38
QUOTE (Everiine @ Jul 11 2010, 11:27 AM) <{POST_SNAPBACK}>
Hehe, I thought this thread was for Simple Ideas
Heh, I know, it's not at all simple.
But Simple Ideas is a place where we sort of throw mud at the wall, and hope it sticks. 99.9% of the time it doesn't, so I also post half-hearted ideas that I believe are highly unlikely to be implemented here, rather than starting a new thread for them.
Unknown2010-07-11 21:08:05
Can it be made that histories and backgrounds can be edited? Pretty sure they'd get used more if this were to happen. Many of us don't want to do it because we're afraid we'll make one tiny mistake, notice it later and then want to smash our heads against the wall.
Noola2010-07-11 21:26:17
QUOTE (Pectus Dawneye @ Jul 11 2010, 04:08 PM) <{POST_SNAPBACK}>
Can it be made that histories and backgrounds can be edited? Pretty sure they'd get used more if this were to happen. Many of us don't want to do it because we're afraid we'll make one tiny mistake, notice it later and then want to smash our heads against the wall.
I don't use it cause I choose to embrace the whole, "Portal of Fate gives you amnesia the first time you go through it." If you write up this big ol history thing, you can't really claim that you have amnesia, can you?
Unknown2010-07-11 22:00:35
QUOTE (Noola @ Jul 11 2010, 02:26 PM) <{POST_SNAPBACK}>
I don't use it cause I choose to embrace the whole, "Portal of Fate gives you amnesia the first time you go through it." If you write up this big ol history thing, you can't really claim that you have amnesia, can you?
Well.. I think it's supposed to be that you don't remember much when you first come out, but then you're supposed to slowly start remembering. Or.. You know, start thinking up some crazy story
Xiel2010-07-11 23:39:45
Can the SURVEY in each player city just show:
You are standing in the City of xx.
Instead of the ENTIRE name variable that spams things out? I mean, sure, keep the HELP files and all that show the full name, but a survey that's just a shortened version would be so dandy for my mapper. -hope-
You are standing in the City of xx.
Instead of the ENTIRE name variable that spams things out? I mean, sure, keep the HELP files and all that show the full name, but a survey that's just a shortened version would be so dandy for my mapper. -hope-
Unknown2010-07-12 00:11:14
QUOTE (Xiel @ Jul 11 2010, 07:39 PM) <{POST_SNAPBACK}>
Can the SURVEY in each player city just show:
You are standing in the City of xx.
Instead of the ENTIRE name variable that spams things out? I mean, sure, keep the HELP files and all that show the full name, but a survey that's just a shortened version would be so dandy for my mapper. -hope-
You are standing in the City of xx.
Instead of the ENTIRE name variable that spams things out? I mean, sure, keep the HELP files and all that show the full name, but a survey that's just a shortened version would be so dandy for my mapper. -hope-
Seconded.
Multiple areas found. Use a more precise area name.
the Capital City of the Righteous Grand Duchy of New Celest; the Capital City of the Righteous Principality of New Celest