Unknown2010-07-19 02:42:43
QUOTE (Estarra @ Jul 18 2010, 05:09 PM) <{POST_SNAPBACK}>
Regarding stables, the owner and his/her allies should be able to stable their beasts there at a cost of 75 gold per month (half of city/commune stables).
And who can see "Stable Wares" at your manse stable, then? Is it affected by manse fulcrux perms? I think that would be ideal... still toying with this idea. Hmm.
Estarra2010-07-19 05:14:13
Just to follow up on a few things:
We may end up doing permissions on a stable as been suggested. I'll let you know.
The Charm of Clangoru works like steelgut, racial alcohol tolerance, etc. (i.e., drunken effects are less intense). A dwarf with steelgut and a Clangoru charm would be mighty hard to drink under the table.
The cloak of thorns adds bleeding occasionally to those who damage you. I know you can make the case that it impacts monks and warriors more than others and it's more useful for guilds that rely on bleeding. However, the cloak is what it is and we don't have any plans to recode it. It also is like a crow cloak insofar as it acts as an accessory (i.e., allows you to wear coats).
I've added a few of these artifacts to the artifact bandit promotion so you'll have a chance to see a few around on Tuesday!
We may end up doing permissions on a stable as been suggested. I'll let you know.
The Charm of Clangoru works like steelgut, racial alcohol tolerance, etc. (i.e., drunken effects are less intense). A dwarf with steelgut and a Clangoru charm would be mighty hard to drink under the table.
The cloak of thorns adds bleeding occasionally to those who damage you. I know you can make the case that it impacts monks and warriors more than others and it's more useful for guilds that rely on bleeding. However, the cloak is what it is and we don't have any plans to recode it. It also is like a crow cloak insofar as it acts as an accessory (i.e., allows you to wear coats).
I've added a few of these artifacts to the artifact bandit promotion so you'll have a chance to see a few around on Tuesday!
Unknown2010-07-19 05:25:37
QUOTE (Estarra @ Jul 19 2010, 12:14 AM) <{POST_SNAPBACK}>
We may end up doing permissions on a stable as been suggested. I'll let you know.
Okay! I'm pretty sure this wasn't originally slated for the stables, so I understand. Though, do let us know specifically if any such permissions will cover:
1.) Allowing other people to stable their beasts in your stables.
2.) Selling beasts through the stables, and limiting purchase access thereby in any way.
Thank you.
Krellan2010-07-19 06:41:12
QUOTE (Estarra @ Jul 19 2010, 12:14 AM) <{POST_SNAPBACK}>
The Charm of Clangoru works like steelgut, racial alcohol tolerance, etc. (i.e., drunken effects are less intense). A dwarf with steelgut and a Clangoru charm would be mighty hard to drink under the table.
Anyway that and/or steel gut could be changed to more like perform sober? Where instead of taking more alcohol to get to the required levels of drunkenness, it works more like PERFORM SOBER in dramatics and decreases command fail rate? That or change how the drunken benefits work. Currently, any benefits gained from being drunk are only based on your level of insobriety, -not- on how much alcohol consumed. So you have to get drunker to get more benefits, but things like steel gut/charm don't actually help with that. It actually just hurts it.
Xavius2010-07-19 16:29:33
Perform sober is not helpful.
Unknown2010-07-19 16:38:57
Perform Sober is amazing when you're hammered and you want to speak clearly.
Xavius2010-07-19 17:20:43
QUOTE (Zarquan @ Jul 19 2010, 11:38 AM) <{POST_SNAPBACK}>
Perform Sober is amazing when you're hammered and you want to speak clearly.
And thoroughly pointless when you want to bash.
I'm confused, now. Racial alcoholism is described as very different from steelgut which is described as very different from the alcohol charms. Racial alcohol tolerance is sold as damage resist. Steelgut is sold as alcohol tolerance. The charms are just "lessening the effects of alcohol," which could mean anything from tolerance in the vein of the natural buildup to a lower command fail rate.
Estarra2010-07-19 17:47:29
QUOTE (Xavius @ Jul 19 2010, 10:20 AM) <{POST_SNAPBACK}>
I'm confused, now. Racial alcoholism is described as very different from steelgut which is described as very different from the alcohol charms. Racial alcohol tolerance is sold as damage resist. Steelgut is sold as alcohol tolerance. The charms are just "lessening the effects of alcohol," which could mean anything from tolerance in the vein of the natural buildup to a lower command fail rate.
They all do the same thing, just admittedly described slightly differently. Which way do you prefer to describe it? Resisting alcohol damage means being able to tolerate alcohol (i.e., resisting the damaging effects) which means lessening the effects of alcohol (i.e., being able to tolerate the damaging effects).
Shaddus2010-07-19 17:50:10
QUOTE (Estarra @ Jul 19 2010, 12:47 PM) <{POST_SNAPBACK}>
They all do the same thing, just admittedly described slightly differently. Which way do you prefer to describe it? Resisting alcohol damage means being able to tolerate alcohol (i.e., resisting the damaging effects) which means lessening the effects of alcohol (i.e., being able to tolerate the damaging effects).
The way I understood the charm was that I can have it and drink more, yet act drunk less. This would be awesome for a dwarf and dracnari, because they could drink more and be tougher, yet less failures due to drunkenness. Am I wrong?
Estarra2010-07-19 17:57:51
Now that we know racial alcohol tolerance, steelgut and the charm all do the same thing, just using slightly different language, let me explain how they ALL work.
Let's say you drink ten beers which puts you at 100 points of drunkenness. That's not really the numbers but for the sake of argument, let's pretend--in fact I'll toss around a few more numbers but they are all illustrative only.
A normal person would be drunk and would react accordingly. Let's say they'd have 30% slurred speech, 5% chance of throwing up, 25% chance to stumble about.
A person with steel gut or the charm, would still have 100 points of drunkenness (and have beer effects the same as the normal person above) but may only register as pleasantly buzzed. Let's say they'd have 20% slurred speech, 1% chance of throwing up, 15% chance to stumble about.
Let's say a dwarf, who would also have 100 points of drunkenness may only show up as tipsy. The damaging effects of slurred speech, chance of throwing up and chance to stumble about would be quite low.
If said dwarf also has steel gut and a charm, he may not even register any damaging drunken effects, though he'd still have 100 points of drunkenness and be able to benefit from beers.
Phew...
Let's say you drink ten beers which puts you at 100 points of drunkenness. That's not really the numbers but for the sake of argument, let's pretend--in fact I'll toss around a few more numbers but they are all illustrative only.
A normal person would be drunk and would react accordingly. Let's say they'd have 30% slurred speech, 5% chance of throwing up, 25% chance to stumble about.
A person with steel gut or the charm, would still have 100 points of drunkenness (and have beer effects the same as the normal person above) but may only register as pleasantly buzzed. Let's say they'd have 20% slurred speech, 1% chance of throwing up, 15% chance to stumble about.
Let's say a dwarf, who would also have 100 points of drunkenness may only show up as tipsy. The damaging effects of slurred speech, chance of throwing up and chance to stumble about would be quite low.
If said dwarf also has steel gut and a charm, he may not even register any damaging drunken effects, though he'd still have 100 points of drunkenness and be able to benefit from beers.
Phew...
Shaddus2010-07-19 17:59:03
QUOTE (Estarra @ Jul 19 2010, 12:57 PM) <{POST_SNAPBACK}>
Now that we know racial alcohol tolerance, steelgut and the charm all do the same thing, just using slightly different language, let me explain how they ALL work.
Let's say you drink ten beers and which are 100 points of drunkenness. That's not really the numbers but for the sake of argument, let's pretend--in fact I'll toss around a few more numbers but they are all illustrative only.
A normal person would be drunk and would react accordingly. Let's say they'd have 30% slurred speech, 5% chance of throwing up, 25% chance to stumble about.
A person with steel gut or the charm, would still have 100 points of drunkenness (and have beer effects the same as the normal person above) but may only register as pleasantly buzzed. Let's say they'd have 20% slurred speech, 1% chance of throwing up, 15% chance to stumble about.
Let's say a dwarf, who would also have 100 points of drunkenness may only show up as tipsy. The damaging effects of slurred speech, chance of throwing up and chance to stumble about would be quite low.
If said dwarf also has steel gut and a charm, he may not even register any damaging drunken effects, though he'd still have 100 points of drunkenness and be able to benefit from beers.
Phew...
Let's say you drink ten beers and which are 100 points of drunkenness. That's not really the numbers but for the sake of argument, let's pretend--in fact I'll toss around a few more numbers but they are all illustrative only.
A normal person would be drunk and would react accordingly. Let's say they'd have 30% slurred speech, 5% chance of throwing up, 25% chance to stumble about.
A person with steel gut or the charm, would still have 100 points of drunkenness (and have beer effects the same as the normal person above) but may only register as pleasantly buzzed. Let's say they'd have 20% slurred speech, 1% chance of throwing up, 15% chance to stumble about.
Let's say a dwarf, who would also have 100 points of drunkenness may only show up as tipsy. The damaging effects of slurred speech, chance of throwing up and chance to stumble about would be quite low.
If said dwarf also has steel gut and a charm, he may not even register any damaging drunken effects, though he'd still have 100 points of drunkenness and be able to benefit from beers.
Phew...
So.... basically what I said?
Sylphas2010-07-19 17:59:37
That should clear things up. Good to know!
Estarra2010-07-19 18:00:19
QUOTE (Shaddus Mes'ard @ Jul 19 2010, 10:59 AM) <{POST_SNAPBACK}>
So.... basically what I said?
Sure, if that's what you said!
Unknown2010-07-19 18:00:50
Please fix escrow. D:
Shaddus2010-07-19 18:01:02
Unknown2010-07-19 18:02:03
So damage resistance for dwarf/dracnari/brews is based on the "points" and not the actual "level" of drunkenness. Huh. That makes all those abilities much better.
Estarra2010-07-19 18:05:27
QUOTE (Ditzy Scribe @ Jul 19 2010, 11:02 AM) <{POST_SNAPBACK}>
So damage resistance for dwarf/dracnari/brews is based on the "points" and not the actual "level" of drunkenness. Huh. That makes all those abilities much better.
You say tomato and I say tomato! Our theoretical 100 points may return a "drunk level" (i.e., "tipsy") for one person while another won't get the drunk level of "tipsy" until 150 points. However, they'd both act exactly the same, i.e., the appropriate level of "tipsy".
Unknown2010-07-19 18:10:07
QUOTE (Estarra @ Jul 19 2010, 02:05 PM) <{POST_SNAPBACK}>
You say tomato and I say tomato! Our theoretical 100 points may return a "drunk level" (i.e., "tipsy") for one person while another won't get the drunk level of "tipsy" until 150 points. However, they'd both act exactly the same, i.e., the appropriate level of "tipsy".
Well, there's a difference. If it is the drunk "level" that effects resistance, then as a dwarf builds resistance, they'd have to drink more to get the same resistance.
But if its based on the points, then as they build tolerance, the same amount of alcohol will provide the same resistance but a lower "level" of drunkenness.
That's all I was trying to clarify. That 100 points = 10% resistance, or whatever, not tipsy = 10% resistance.
Estarra2010-07-19 18:14:29
Ok, I'm spreading around a little misinformation. Everything I said above is true.
However, racial resistance ALSO reduces damage taken, the more drunk that race is. I was focused on drunken level and the charm and wasn't paying attention to everything the racial alcohol resistance does (which does indeed reduce damage). Steelgut and the charm do NOT have this benefit (though obviously they would work harmoniously with those races).
However, racial resistance ALSO reduces damage taken, the more drunk that race is. I was focused on drunken level and the charm and wasn't paying attention to everything the racial alcohol resistance does (which does indeed reduce damage). Steelgut and the charm do NOT have this benefit (though obviously they would work harmoniously with those races).
Xavius2010-07-19 18:17:10
QUOTE (Estarra @ Jul 19 2010, 12:57 PM) <{POST_SNAPBACK}>
Now that we know racial alcohol tolerance, steelgut and the charm all do the same thing, just using slightly different language, let me explain how they ALL work.
Let's say you drink ten beers which puts you at 100 points of drunkenness. That's not really the numbers but for the sake of argument, let's pretend--in fact I'll toss around a few more numbers but they are all illustrative only.
A normal person would be drunk and would react accordingly. Let's say they'd have 30% slurred speech, 5% chance of throwing up, 25% chance to stumble about.
A person with steel gut or the charm, would still have 100 points of drunkenness (and have beer effects the same as the normal person above) but may only register as pleasantly buzzed. Let's say they'd have 20% slurred speech, 1% chance of throwing up, 15% chance to stumble about.
Let's say a dwarf, who would also have 100 points of drunkenness may only show up as tipsy. The damaging effects of slurred speech, chance of throwing up and chance to stumble about would be quite low.
If said dwarf also has steel gut and a charm, he may not even register any damaging drunken effects, though he'd still have 100 points of drunkenness and be able to benefit from beers.
Phew...
Let's say you drink ten beers which puts you at 100 points of drunkenness. That's not really the numbers but for the sake of argument, let's pretend--in fact I'll toss around a few more numbers but they are all illustrative only.
A normal person would be drunk and would react accordingly. Let's say they'd have 30% slurred speech, 5% chance of throwing up, 25% chance to stumble about.
A person with steel gut or the charm, would still have 100 points of drunkenness (and have beer effects the same as the normal person above) but may only register as pleasantly buzzed. Let's say they'd have 20% slurred speech, 1% chance of throwing up, 15% chance to stumble about.
Let's say a dwarf, who would also have 100 points of drunkenness may only show up as tipsy. The damaging effects of slurred speech, chance of throwing up and chance to stumble about would be quite low.
If said dwarf also has steel gut and a charm, he may not even register any damaging drunken effects, though he'd still have 100 points of drunkenness and be able to benefit from beers.
Phew...
That clears up bucketloads! Thanks!