Lendren2011-03-19 13:54:19
QUOTE (Phoebus @ Mar 19 2011, 09:39 AM) <{POST_SNAPBACK}>
I agree with that function, just make it something more interesting than a gem! Far too many things are gems.
What it should be is a rune that you attach to a regular focus enchantment that makes it not decay charges. That way, people who make focus enchantments (and the jewelry on which they're made) still get business (just a lot less), everyone can still have their own choice of designs, those who already have a focus enchantment (possibly runed) will not have to throw it away, and we won't have to think of a single thing it should be that everyone is stuck with.
Generally speaking, if something can be a rune and makes any sense to be a rune, it should be a rune. We should build upon our excellent crafting system, and the talent of the people we have working in it, whenever possible. No single item or design can ever match up to that. 90% of the non-rune things we have now should have been runes.
Unknown2011-03-19 13:56:59
QUOTE (Lendren @ Mar 19 2011, 09:54 AM) <{POST_SNAPBACK}>
What it should be is a rune that you attach to a regular focus enchantment that makes it not decay charges. That way, people who make focus enchantments (and the jewelry on which they're made) still get business (just a lot less), everyone can still have their own choice of designs, those who already have a focus enchantment (possibly runed) will not have to throw it away, and we won't have to think of a single thing it should be that everyone is stuck with.
Generally speaking, if something can be a rune and makes any sense to be a rune, it should be a rune. We should build upon our excellent crafting system, and the talent of the people we have working in it, whenever possible. No single item or design can ever match up to that. 90% of the non-rune things we have now should have been runes.
Generally speaking, if something can be a rune and makes any sense to be a rune, it should be a rune. We should build upon our excellent crafting system, and the talent of the people we have working in it, whenever possible. No single item or design can ever match up to that. 90% of the non-rune things we have now should have been runes.
Yes yes, I like this.
Kiradawea2011-03-19 14:09:38
Yeah. There are a ton of delicious pendant designs out there, just needing a focus rune.
Dysolis2011-03-19 21:10:45
Yeah in the room your in it should spread to say you have rooms south,ne and e those ones will be combusted but not those adjacent rooms. I think they already have some sort of artifact for combusting?I forget exactly what it was but they where not made permanent artifacts I don't think. I suppose an extra balance loss would be required because it would be broken if not given one. I'm not exactly sure what it would be,an extra 3-6 seconds?
Shamarah2011-03-19 21:28:53
Staff of the Master: Decreases equilibrium time on condensate/flood/etc and meld by 25%; meld reduction time does not stack with champion artifact.
Rune of Illusion: Illusions you weave last 50% longer.
Rune of Illusion: Illusions you weave last 50% longer.
Dysolis2011-03-19 21:33:46
That works too.
Esano2011-03-20 02:03:57
QUOTE (Shamarah @ Mar 20 2011, 08:28 AM) <{POST_SNAPBACK}>
Staff of the Master: Decreases equilibrium time on condensate/flood/etc and meld by 25%; meld reduction time does not stack with champion artifact.
I think the censer does the first half of this already, although I'm not sure it's 25%.
Lawliet2011-03-20 03:39:08
Just because it's topical: Beer goggles, lets you see and interact with leprechauns without having to be drunk
Re-useable powerstone: Once a year/month this powerstone fills itself up again, it also does not decay when being used up but cannot be used in trade skills (save for enchantment/alchemy/whatever else uses the power)
Re-useable powerstone: Once a year/month this powerstone fills itself up again, it also does not decay when being used up but cannot be used in trade skills (save for enchantment/alchemy/whatever else uses the power)
Unknown2011-03-20 03:53:17
QUOTE (Lawliet @ Mar 19 2011, 10:39 PM) <{POST_SNAPBACK}>
Just because it's topical: Beer goggles, lets you see and interact with leprechauns without having to be drunk
Even though this would be largely useless, I still like the idea.
Unknown2011-03-20 05:22:47
Beer goggles should replace what you see for a person's description with some of those... fine examples of provocative writing that some newbies (and certain infamous non-newbies) have.
Lendren2011-03-20 11:36:03
QUOTE (Lawliet @ Mar 19 2011, 11:39 PM) <{POST_SNAPBACK}>
but cannot be used in trade skills (save for enchantment/alchemy/whatever else uses the power)
I don't understand this part: it can't be used in anything except everywhere it can be used?
Edit: I think I get it now, you mean it can't be used as a commodity, only to have power drawn from it.
Kiradawea2011-03-20 13:27:10
Yeah. That's how I read it too.
Lendren2011-03-20 15:01:15
A previous idea retooled to be a high-ticket auction item with minimal combat impact.
Reality Bomb
Requirements to use:
Reality Bomb
Requirements to use:
- Cannot be used in villages, or any area with a nexus in it -- prime cities and communes, ethereal communes, elemental continents with a nexus, cosmic continents with a nexus.
- Takes one minute of interrupted time to crank it up before it goes off (similar to destroying art).
- Cannot be used if a single other person is present in the area at either the beginning or end of the minute.
- Takes 10 power.
- Can be used only once per game day.
Xenthos2011-03-20 15:07:22
QUOTE (Lendren @ Mar 20 2011, 11:01 AM) <{POST_SNAPBACK}>
A previous idea retooled to be a high-ticket auction item with minimal combat impact.
Reality Bomb
Requirements to use:
Reality Bomb
Requirements to use:
- Cannot be used in villages, or any area with a nexus in it -- prime cities and communes, ethereal communes, elemental continents with a nexus, cosmic continents with a nexus.
- Takes one minute of interrupted time to crank it up before it goes off (similar to destroying art).
- Cannot be used if a single other person is present in the area at either the beginning or end of the minute.
- Takes 10 power.
- Can be used only once per game day.
Only 10 power? I'd hope that one would take a serious chunk out of your reserves, too (1% of reserves per room); trueground intentionally costs twice as much as using the ability, for a reason.
The benefit would be the time saved.
This is a combat impact, though, since areas are left of one type or another so that they are easily able to be melded for 0p for your side and lots of power for the other side (+regen, etc).
Lawliet2011-03-20 16:36:10
Not really much of a combat impact, this can only be used on hunting areas and roads, really. Pretty much just seems to be an easy clean up button really...
Xenthos2011-03-20 16:47:41
QUOTE (Lawliet @ Mar 20 2011, 12:36 PM) <{POST_SNAPBACK}>
Not really much of a combat impact, this can only be used on hunting areas and roads, really. Pretty much just seems to be an easy clean up button really...
Sea of Despair, Inner Sea, Muud (and trying to claim that getting rid of terrain in Muud doesn't affect things is silly, it's a huge area and having it all in your type is a pretty big advantage, especially for death challenges), and so on and so forth.
There are a number of 'conflict' areas which one could go in, pop 10p to remove the entire advantage to the other side, then just do up your own bit here and there as you want knowing that now you're ahead instead of having to work to take out all of their terraining.
For example, the Cay of Cloadahi; it's pretty much always flooded. A Magnagoran goes in, 10p spent, and no flooding left! Magnagora now has an immediate advantage, whereas under the current system Celest would be able to walk in and start putting up a counter-meld with no power cost until Magnagora has removed it all via normal means.
Finally, in the case of Muud, being able to remove hundreds of power worth of terrain for 10p is silly. That applies to pretty much every other area as well, but it's particularly egregious in the case of an area as big as Muud is.
That said, the counter-proposal for it also taking 1% reserves per room it fixes means that you're spending 10p to do it all at once instead of trying to walk around truegrounding one-by-one (and without having to wait for power recovery as well). It uses the same amount of power as using the skill at a fraction of the time, so it would still be worthwhile, just not as out-of-whack as 10p-to-remove-hundreds-of-power would be. Still gives the advantage in the above scenarios, but at an actual cost, leaving it balanced / useful without being over-the-top.
Unknown2011-03-20 17:27:29
You're just worried your thousands of power spent on wyrd will finally go away.
Personally, I feel terrain should go away on its own after a year from the time it was last changed.
Personally, I feel terrain should go away on its own after a year from the time it was last changed.
Xenthos2011-03-20 17:29:39
QUOTE (Zarquan @ Mar 20 2011, 01:27 PM) <{POST_SNAPBACK}>
You're just worried your thousands of power spent on wyrd will finally go away.
Personally, I feel terrain should go away on its own after a year from the time it was last changed.
Personally, I feel terrain should go away on its own after a year from the time it was last changed.
Nah, if that was the case I would just say no to the idea period.
I could just say that you want to be able to remove Wyrd without having to pay any cost at all (as that appears to be what Lendren is asking for). What's the problem with actually spending power to get what you want, hm? The main downside to Trueground is the time, anyways (extra long EQ cost, AND all the time spent waiting for power to recover, then the time linking the power back), which the amended artifact suggestion would even bypass all except the last!
Just plug the power cost in all at once, remove the time, and you've got an artifact idea. Essentially power-free area-wide trueground on the other hand? Uh huh...
Unknown2011-03-20 23:58:15
Don't like the idea of that artifact. It'd have a huge effect on combat. Domoths and Sea Battle especially.
Lendren2011-03-21 00:14:49
QUOTE (Sahmiam Mes'ard @ Mar 20 2011, 07:58 PM) <{POST_SNAPBACK}>
Don't like the idea of that artifact. It'd have a huge effect on combat. Domoths and Sea Battle especially.
Those happen with no one else in the entire area for extended periods of time? Doesn't seem very battle-like to me, but okay. Propose some other variation on the limits that ensure that it can't be used for a battle. I figured "no one else there" was a good one, but if you guys often fight with no one else around at all, maybe it needs some other limit.