Unknown2010-08-10 20:30:53
Gift is meant to be like the Ecology ability to just make one room grow and then you can later replant from that, or at least that's the way I see it. So, I think it's fine at 10k essence, since you shouldn't be replanting 100 rooms with it.
I can't even tell from Harvest's description that it's supposed to give you herbs, though it seems relatively obvious when you think about it. I wonder how many you get. Pretty sure it's probably not going to be worthwhile to most people, though.
I can't even tell from Harvest's description that it's supposed to give you herbs, though it seems relatively obvious when you think about it. I wonder how many you get. Pretty sure it's probably not going to be worthwhile to most people, though.
Xiel2010-08-10 20:49:14
125~ herbs ranging from myrtle to colewort to flax isn't something I'd flag as 25mil essence worthy. Oh, and why wouldn't Gift be made more accessible? If you're already dumping 15mil into getting it, why wouldn't a utility skill be made more palatable than it's current incarnation of 10k essence a room? I don't see FearAura or Destruction cranking out 10k a pop to get those to work.
Razenth2010-08-10 21:05:19
They should make it sparkleberry!
Eventru2010-08-10 21:25:36
QUOTE (Xiel @ Aug 10 2010, 04:49 PM) <{POST_SNAPBACK}>
125~ herbs ranging from myrtle to colewort to flax isn't something I'd flag as 25mil essence worthy. Oh, and why wouldn't Gift be made more accessible? If you're already dumping 15mil into getting it, why wouldn't a utility skill be made more palatable than it's current incarnation of 10k essence a room? I don't see FearAura or Destruction cranking out 10k a pop to get those to work.
The cost-to-use was probably set before the cost-to-buy was.
And the collect is is a random number of any herb (including weed, spices and teas), and up to 200 (I just checked). It's not fantastic no, but it's a nice addition. And there's an equal chance of weed as there is of sparkleberry/spices/etc.
Unknown2010-08-10 21:42:45
Why would you use Gift to replant an entire area, is the real question? You should only really need it when an herb is so hard to find that you can't harvest and replant reasonably well. Well, that's just my opinion. I still think Gift is useful at 10K essence, but I wouldn't look the horse in the mouth if someone wanted to lower that cost, I suppose.
Anisu2010-08-10 22:01:06
Powers for demies I would like to see (weight is calculated on the costs now so naturally steep):
Resurrect (body needed just like the sacraments skill) for a modest essence. 10 weight
Soul ress for a less modest essence cost. 20 weight
Divine familiar - beast nolonger needs food/stable fees. Only one of your beasts can be elevated to this status 5 weight/5mil a year
Flight - 5 weight / 5 mil a year
waterbreathe/walk - walk and breathe water skill. 5 weight / 5 mil a year
Deepbound - offer to bound with another who has to agree to this. Allows you to see when they come online/ go offline and the area+plane where they are at any time (stopped by privacy gem). Perhaps can be purchased multiple times so you can add more then one person?
Resurrect (body needed just like the sacraments skill) for a modest essence. 10 weight
Soul ress for a less modest essence cost. 20 weight
Divine familiar - beast nolonger needs food/stable fees. Only one of your beasts can be elevated to this status 5 weight/5mil a year
Flight - 5 weight / 5 mil a year
waterbreathe/walk - walk and breathe water skill. 5 weight / 5 mil a year
Deepbound - offer to bound with another who has to agree to this. Allows you to see when they come online/ go offline and the area+plane where they are at any time (stopped by privacy gem). Perhaps can be purchased multiple times so you can add more then one person?
Ssaliss2010-08-10 22:15:49
Would you consider adding weak artifact effects to Demi? For instance, duplicating the pearl ring that lets you walk on the seas without being thrown around, being able to burrow, never being thrown around while flying, "minor" stuff like that?
Lendren2010-08-10 22:58:59
Custodian: Something that lets you get rid of statues, flame-sigiled crap, illusory scripts and magicmouths, and other vandalism things more quickly than you can now, for a cost of essence.
YouthBlessing: The ability to bless people with a temporary boost, but it only works on those of level 70 or lower. You could have a whole variety of these: one like a herofete, one like a health or mana or ego blessing, one that's a temporary regen, one that's an experience bonus, one that's a periodic-affliction-curer, one that's more critical hits, etc. Or maybe versions of the karma blessings. If 70 seems too high, make it 40, or whatever, or make different ones that work for different ranges -- but never for anyone that's high up enough that this would be a tip-the-balance factor in combat, just something that'd help encourage the young players to be more involved (and thus be more likely to stick it out in Lusternia).
TotemCarve: Let non-druids spend essence to carve totems. Let druids use the same power to make carving totems faster, cheaper, free, or something. City players, suggest something equivalent for city players.
Quizmaster: Gives you the ability to use the in-game QUIZ system to run quizzes (without having to bug a patron to help you set it up, but using commands you can do any time you like, just like running arena events). Maybe make it so you can charge for tickets to enter -- half the collections go to you and half to the winner. Also consider similar ideas for ways to use the in-game lottery system.
DenizenAttune: Go to a particular denizen and attune to it (it can't be one that's loyal to any person or organization, or aggro), and thenceforth you can sense the denizen's current status at any time (alive, dead, influenced, under attack), and optionally you can ask to be notified the moment the denizen gets attacked. You can only be attuned to four denizens at any one time. Attunement fades after one game-month.
PlayerAttune: Similar to DenizenAttune, but to a player, who has to AGREE to be attuned with. You can tell where the player is and their current status (alive, dead, health/mana/ego) from anywhere at any time.
PlayerHarmony: Like PlayerAttune, but you can also teleport to them wherever they are, even across planes and aetherbubbles, except if they are in territory that is enemy to you, or if you are, or if either location is distorted. You can only be in player-harmony with one other player at a time.
YouthBlessing: The ability to bless people with a temporary boost, but it only works on those of level 70 or lower. You could have a whole variety of these: one like a herofete, one like a health or mana or ego blessing, one that's a temporary regen, one that's an experience bonus, one that's a periodic-affliction-curer, one that's more critical hits, etc. Or maybe versions of the karma blessings. If 70 seems too high, make it 40, or whatever, or make different ones that work for different ranges -- but never for anyone that's high up enough that this would be a tip-the-balance factor in combat, just something that'd help encourage the young players to be more involved (and thus be more likely to stick it out in Lusternia).
TotemCarve: Let non-druids spend essence to carve totems. Let druids use the same power to make carving totems faster, cheaper, free, or something. City players, suggest something equivalent for city players.
Quizmaster: Gives you the ability to use the in-game QUIZ system to run quizzes (without having to bug a patron to help you set it up, but using commands you can do any time you like, just like running arena events). Maybe make it so you can charge for tickets to enter -- half the collections go to you and half to the winner. Also consider similar ideas for ways to use the in-game lottery system.
DenizenAttune: Go to a particular denizen and attune to it (it can't be one that's loyal to any person or organization, or aggro), and thenceforth you can sense the denizen's current status at any time (alive, dead, influenced, under attack), and optionally you can ask to be notified the moment the denizen gets attacked. You can only be attuned to four denizens at any one time. Attunement fades after one game-month.
PlayerAttune: Similar to DenizenAttune, but to a player, who has to AGREE to be attuned with. You can tell where the player is and their current status (alive, dead, health/mana/ego) from anywhere at any time.
PlayerHarmony: Like PlayerAttune, but you can also teleport to them wherever they are, even across planes and aetherbubbles, except if they are in territory that is enemy to you, or if you are, or if either location is distorted. You can only be in player-harmony with one other player at a time.
Xiel2010-08-10 23:06:17
QUOTE (Eventru @ Aug 10 2010, 02:25 PM) <{POST_SNAPBACK}>
The cost-to-use was probably set before the cost-to-buy was.
And the collect is is a random number of any herb (including weed, spices and teas), and up to 200 (I just checked). It's not fantastic no, but it's a nice addition. And there's an equal chance of weed as there is of sparkleberry/spices/etc.
And the collect is is a random number of any herb (including weed, spices and teas), and up to 200 (I just checked). It's not fantastic no, but it's a nice addition. And there's an equal chance of weed as there is of sparkleberry/spices/etc.
I don't think 25mil for the 1/29 chance for 200~ sparkleberries would make people seriously consider a Nature addition to their limited weights still. I'd like folk to see things that're worthwhile for their investment to make desirability more equal across the board than the belief that there's no purpose to picking a Nature ability over War or Life. All in all, I don't think that any of the three Nature incarnations right now are what I'd call a sacrifice in terms of opportunity cost when choosing another skill, whereas the other eight domoths have at least one clear-cut desirable skill that makes people pause in contemplation.
Besides my opinions about that particular matter though, are folk wanting new suggestions or proposed tweaks? Seems like I could try and brew up more propositions or keep poking at current existing things if more direction were given.
Thendis2010-08-10 23:08:02
QUOTE (Lendren @ Aug 10 2010, 05:58 PM) <{POST_SNAPBACK}>
Custodian: Something that lets you get rid of statues, flame-sigiled crap, illusory scripts and magicmouths, and other vandalism things more quickly than you can now, for a cost of essence.
I would want to be demi (more) just for this!
Eventru2010-08-10 23:08:06
QUOTE (Xiel @ Aug 10 2010, 07:06 PM) <{POST_SNAPBACK}>
I don't think 25mil for the 1/29 chance for 200~ sparkleberries would make people seriously consider a Nature addition to their limited weights still. I'd like folk to see things that're worthwhile for their investment to make desirability more equal across the board than the belief that there's no purpose to picking a Nature ability over War or Life. All in all, I don't think that any of the three Nature incarnations right now are what I'd call a sacrifice in terms of opportunity cost when choosing another skill, whereas the other eight domoths have at least one clear-cut desirable skill that makes people pause in contemplation.
Besides my opinions about that particular matter though, are folk wanting new suggestions or proposed tweaks? Seems like I could try and brew up more propositions or keep poking at current existing things if more direction were given.
Besides my opinions about that particular matter though, are folk wanting new suggestions or proposed tweaks? Seems like I could try and brew up more propositions or keep poking at current existing things if more direction were given.
We're particularly looking for ideas for new abilities (mainly for demigods).
Turnus2010-08-10 23:16:03
QUOTE (Lendren @ Aug 10 2010, 06:58 PM) <{POST_SNAPBACK}>
DenizenAttune: Go to a particular denizen and attune to it (it can't be one that's loyal to any person or organization, or aggro), and thenceforth you can sense the denizen's current status at any time (alive, dead, influenced, under attack), and optionally you can ask to be notified the moment the denizen gets attacked. You can only be attuned to four denizens at any one time. Attunement fades after one game-month.
No. The last thing we need is somebody attuned to gorgogs/illithoids/bashing grounds that enemy for an EZ jumping locator. Something to hear normal mobs that normally call out on ct/gt/ot when attacked would be alright though.
Eventru2010-08-10 23:17:37
QUOTE (Turnus @ Aug 10 2010, 07:16 PM) <{POST_SNAPBACK}>
No. The last thing we need is somebody attuned to gorgogs/illithoids/bashing grounds that enemy for an EZ jumping locator. Something to hear normal mobs that normally call out on ct/gt/ot when attacked would be alright though.
Well, gorgogs/illithoids are all loyal to an organization. I just can't see how it'd be useful really, given that there's not much to bond with. But it's an interesting idea, and there's some other ones too. More ideas! (I need an emoticon for this... My keyboard can only take so much!)
Anisu2010-08-10 23:18:48
QUOTE (Thendis @ Aug 11 2010, 01:08 AM) <{POST_SNAPBACK}>
I would want to be demi (more) just for this!
It would need some restrictions like not being able to remove flamed sigils.
Lehki2010-08-10 23:23:15
QUOTE (Eventru @ Aug 10 2010, 07:08 PM) <{POST_SNAPBACK}>
We're particularly looking for ideas for new abilities (mainly for demigods).
I think somebody mentioned it before, but I think utility and misc artifacts would be good source of ideas.
Turnus2010-08-10 23:26:43
QUOTE (Eventru @ Aug 10 2010, 07:17 PM) <{POST_SNAPBACK}>
Well, gorgogs/illithoids are all loyal to an organization. I just can't see how it'd be useful really, given that there's not much to bond with. But it's an interesting idea, and there's some other ones too. More ideas! (I need an emoticon for this... My keyboard can only take so much!)
They're loyal to an organization yes. But it just screams an ability used to gank people. You should have to work for that not be notified the moment there's an opportunity to gank somebody! I like the blessing idea though myself.
I like the blessing others idea though.
How about a demigod ability that gives you access to all three city influencing skills regardless of cityrank?
An ability to mute other players (for a brief time.) perhaps only works on says/yells/shouts. But won't block tells.
Unknown2010-08-10 23:30:14
Most of Lendren's suggestions look good.
Regarding totemcarving and a city equivalent... maybe something that drastically cuts statue enchantment time for an IC day. One minute to enchant instead of however long it is now. The only problem is this is only useful if you're the enchanter.
Regarding totemcarving and a city equivalent... maybe something that drastically cuts statue enchantment time for an IC day. One minute to enchant instead of however long it is now. The only problem is this is only useful if you're the enchanter.
Unknown2010-08-10 23:38:17
I feel there would be a lot more enthusiasm for brainstorming different abilities if demis weren't crushed under their maximum ability weight as it is.
I mean, I tried to think of a few, but anything I thought of I basically said, "for what this would probably cost, I would never take it anyway, so, meh."
I mean, I tried to think of a few, but anything I thought of I basically said, "for what this would probably cost, I would never take it anyway, so, meh."
Xiel2010-08-10 23:40:29
QUOTE (Eventru @ Aug 10 2010, 04:08 PM) <{POST_SNAPBACK}>
We're particularly looking for ideas for new abilities (mainly for demigods).
Dandy. I'm still a big fan of the:
-An ability to preserve the excess damage incurred by critical hitting an already shielding mob. Obviously this wouldn't work on the mobs which are critical immune, but an ability that would 'save' the damage I would cause by world shattering a shielded kephera worker for 20 seconds and unleashing it on the next mob I hit would be a dandy skill. If you don't hit anything else in the next 20 seconds, then the pent up damage would just poof.
Idea though. But if we wanted more simple things, maybe...
-Consumption. An awesome flavour skill in old Ascendance that wasn't really used because of that particular incarnation, but if it were changed to enable a demigod to directly convert the corpses of the things they hunt and kill into essence for themselves instead of offering them to a Divine, I'd think it'd be a great addition. Especially with the costs already seen right now, who wouldn't want a way to generate more essence? Whether it applies to denizen and adventurer corpses alike, I'll leave up for folk to decide.
-Omniscience! Bring it back since I feel e-deaf without it.
I'll think up more later rather than these recycled ideas and hope the Nature stuff can be poked at in the future.
Lehki2010-08-10 23:44:16
QUOTE (Xiel @ Aug 10 2010, 07:40 PM) <{POST_SNAPBACK}>
-Consumption. An awesome flavour skill in old Ascendance that wasn't really used because of that particular incarnation, but if it were changed to enable a demigod to directly convert the corpses of the things they hunt and kill into essence for themselves instead of offering them to a Divine, I'd think it'd be a great addition. Especially with the costs already seen right now, who wouldn't want a way to generate more essence? Whether it applies to denizen and adventurer corpses alike, I'll leave up for folk to decide.
-Omniscience! Bring it back since I feel e-deaf without it.
-Omniscience! Bring it back since I feel e-deaf without it.
Yes! I was really sad to see those go. Though I'd like if consumption was still an essence stealing an ability that made you insane, just, adjust the conversion rate. Wasn't it like, 100 to 1 or something before? Maybe better rate the more the target is bleeding?