Would be nice to see something like a SHRINEOFFER command that can be used at the master shrine (or maybe other shrines even), where you can offer items (like SHRINEOFFER ROSE), doing so would 'destroy' the item, but add a line saying something like "An entrancing red rose has been carefully placed at the foot of the shrine in humble offering" for a few RL days. Certainly leaves a better impression than " An entrancing red rose has been cast away here, forgotten."
Would also result in people not having to remember to turn off acquisitio every time they step into a fulcrux so they don't scoop up things left in offering.
Back when esteem was a percent, and could be imbued in anything, you could offer any item to a god (while I'm not sure, I don't believe it destroyed the item and was just sent to the gods inv). But now in our number esteem, figurine only, world they have took away the ability to offer items for some reason.
Yeah, I remember when this was a thing, the suggestion was more for RP purposes, as it gets to be a bit frustrating when you need to remember to turn off reflexes then turn off acquisitio if someone happens to have left an offering, or you have to remember to place palm sigils in the fulcrux every so often so you don't scoop everything up
Kiss of the Enchantress hisses eerily, "Let them fear, and despair."
@Maylea has an amazing thing in Her temple, where you can place item offerings in a font and it is delivered to Her as is. So you could very well send a special trinket! Perhaps mention to your divine that you would love to be able to ensure they receive special gifts and offerings and perhaps suggest such a thing? Or mail it in a fancy letter? Or see what they suggest?
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SylandraJoin Queue for Mafia GamesThe Last Mafia Game
make DIRECTORY <item> usable anywhere in a city or commune, including the price/shop location as usual. However, have it cost a short amount of balance (2s sounds reasonable?) if it's not done at the directory room itself.
I'm just looking for ways to make city/commune shopping more appealing in contrast to the absolute ease of the Aetherplex.
Whereas I totally agree with this, I'd also say that the 'absolute ease' customers would have finding my wares, thus creating a butt-tonne more footfall, is one of the things I considered when buying that horrendously expensive Shop artefact. But you're right: having to walk to the directory, check it for the goods I want, and use the mudlet mapper to find the shop - all the while wondering if it isn't going to be 50% cheaper in somebody's manse shop! - does make commune shopping a little bit more meh than it needs to be. Perhaps add to your suggestion that you could only check shops from your own city/commune from outside the directory room?
Again, city layout can help tons with this. I have no problems finding anything in Hallifax because the directory is connected to every 'shop lobby' in the city. If you feel your directory is in a place that's not intuitive, maybe you can talk to your patron about maneuvering it? It goes a long way.
"Oh yeah, you're a naughty mayor, aren't you? Misfile that Form MA631-D. Comptroller Shevat's got a nice gemstone disc for you, but yer gonna have to beg for it."
make DIRECTORY <item> usable anywhere in a city or commune, including the price/shop location as usual. However, have it cost a short amount of balance (2s sounds reasonable?) if it's not done at the directory room itself.
I'm just looking for ways to make city/commune shopping more appealing in contrast to the absolute ease of the Aetherplex.
Whereas I totally agree with this, I'd also say that the 'absolute ease' customers would have finding my wares, thus creating a butt-tonne more footfall, is one of the things I considered when buying that horrendously expensive Shop artefact. But you're right: having to walk to the directory, check it for the goods I want, and use the mudlet mapper to find the shop - all the while wondering if it isn't going to be 50% cheaper in somebody's manse shop! - does make commune shopping a little bit more meh than it needs to be. Perhaps add to your suggestion that you could only check shops from your own city/commune from outside the directory room?
Again, city layout can help tons with this. I have no problems finding anything in Hallifax because the directory is connected to every 'shop lobby' in the city. If you feel your directory is in a place that's not intuitive, maybe you can talk to your patron about maneuvering it? It goes a long way.
Ours is within a couple rooms of our shop area and our nexus, it's pretty decently placed. I was pretty surprised when I came back and saw it, how nifty it is!
Avurekhos says, "Dylara's a PvP menace in my eyes, totes rekting face."
The eye of Dylara materialises in your hands and flings itself around your neck, tightening incomprehensibly until it is irremovable. Perfectly clean, this eyeball has been wrenched from the socket of Dylara. It has been animated by some unusual force, constantly looking around itself as if in shock or fear. It is bathed in a light covering of white flames that roll endlessly over its surface. A single chain of empyreal metal pierces either side of the eye, allowing it to be worn around the neck.
I miss being able to imbue almost anything and offering it. Terentia didn't like it when Melville and I imbued some merian t-bones and offered them to her >.>
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
It is actually not that odd a number, it is because the code was using an Octal numbering system or Base 8. I believe from stories I have heard that Aetherships had the same numbering limitation for hull size and once you hit 65535, which is the highest unsigned 16 bit binary number, if you went over that number you broke the world and released the Soulless.
As far as I know, offering anything destroyed the item, even before figurines were implemented.
It did, after a short while. For instance, Maylea had a customised instrument offered to her once, and She saved it instead. Joyeaux, I believe?
Everiine said: The reason population is low isn't because there are too many orgs. It's because so many facets of the game are outright broken and protected by those who benefit from it being that way. An overabundance of gimmicks (including game-breaking ones), artifacts that destroy any concept of balance, blatant pay-to-win features, and an obsession with convenience that makes few things actually worthwhile all contribute to the game's sad decline.
Items were able to hold 65535 esteem prior to the figurine changes. I don't believe the raw esteem values were ever actually visible to players, though, just the abstracted percentage.
Items were able to hold 65535 esteem prior to the figurine changes. I don't believe the raw esteem values were ever actually visible to players, though, just the abstracted percentage.
We were able to see the essence value in offering logs. Beyond that, in both the item and score, it was a percentage.
@Maylea has an amazing thing in Her temple, where you can place item offerings in a font and it is delivered to Her as is. So you could very well send a special trinket! Perhaps mention to your divine that you would love to be able to ensure they receive special gifts and offerings and perhaps suggest such a thing? Or mail it in a fancy letter? Or see what they suggest?
Hmmmm, definitely something worth considering.
Kiss of the Enchantress hisses eerily, "Let them fear, and despair."
How about making reading sorcelglass at vials in bandoliers possible? I think the only way to do it right now is to unlink all of the liquids, take the vial out, read the sorcelglass and then re-link them.
It would be cool if Stagform, Crowform, Nightkiss, and Drawdown kept you bonded to the related spirit all the time. The only one I can see that being annoying is Night, if you wanted to voluntarily stop shrouding at night, but a little toggle could be put on it.
It's a little weird to be taking on the form of Stag, representing a powerful bond with a great spirit... but not be bonded to stag.
Eh. If we want flavour changes for the *forms (especially Stag & Crow), I think it would be cool if they could allow you to set an alternate description; when you use the form, if you have an alternate set up, it switches you to that and then back to your main when the form is lost. If no alternate is set up, it just does what it does right now.
Yes, you can do that now with triggers / aliases, but I do not think anyone does. They attempted to do a bit of this by having it automatically tag a couple words into the description, but (to me) that just dissuades from a custom alternate because then you are describing the features twice (the automatic line & in the custom text itself).
Could do the same thing for the *woods, too, when they flex to / from the skillset.
I know that Aetolia has a vampire skill that allows them to automatically update their description to match that of their living 'masquerade', reverting to their standard undead description when they turn off the skill. Adapting something like that for abilities that functionally change your description (though I wouldn't really class Stagform there), like changeself, would be great.
Even just instituting a generic system for preset descriptions might work, and ultimatly be more adaptable.. So that you could DESCRIBE SELF SET 1 <foo> and DESCRIBE SELF SET 2 <bar>, saving two different descriptions that you could toggle using DESCRIBE SELF 1, or DESCRIBE SELF 2. Then, just allow setting a variable to skills that change your description, like the ones mentioned. Everyone can use the generic system as they please, people who should be having autotoggles can just have those abilities refer to what's in the generic system.
Can we please give highmagic herbs and poisons? Perhaps in the past this would have made sense but right now it just seems to be a limitation for the sake of it.
Eh. If we want flavour changes for the *forms (especially Stag & Crow), I think it would be cool if they could allow you to set an alternate description; when you use the form, if you have an alternate set up, it switches you to that and then back to your main when the form is lost. If no alternate is set up, it just does what it does right now.
Can we please give highmagic herbs and poisons? Perhaps in the past this would have made sense but right now it just seems to be a limitation for the sake of it.
And alchemy. We're doing advanced chemistry over here in Hallifax, don't tell me we can't mix up a healing potion.
The idea of limiting tradeskills is really a very nice flavour that I like, but much as I like it, it's really not really sustainable in a low population game like ours. I can understand not really wanting to allow people to become 100% fully independent (people like me will eventually work toward, and become able to supply myself with everything) but unfortunately, the solution isn't really to create a situation where people find it frustrating to get basic supplies. Some things simply have to be prioritized.
It's entirely possible to explain away class restrictions to the trades. There's really no reason why a warrior can't learn to imbue spells onto jewelry, anymore than a non-warrior can't learn to hammer a piece of hot metal until it is shaped correctly. Even tattooing, which was made to be monk specific using the whole "ka energy" idea (which doesn't really make much sense, too, anyway) can really be done by non-monks. A little retcon won't hurt anyone if the end results benefit the game as a whole.
Currently warriors get forging, monks get tattoos, bards get brewmeister and tinkering, mages and guardians spellcraft, wiccans and druids get lorecraft.
I think all of that is fine. I just don't really understand why herbs and poisons needs to be further restricted to lowmagic, especially when there isn't anything in highmagic to compensate.
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The eye of Dylara materialises in your hands and flings itself around your neck, tightening incomprehensibly until it is irremovable.
Perfectly clean, this eyeball has been wrenched from the socket of Dylara. It has been animated by some unusual force, constantly looking around itself as if in shock or fear. It is bathed in a light covering of white flames that roll endlessly over its surface. A single chain of empyreal metal pierces either side of the eye, allowing it to be worn around the neck.
#NotJustADumbJock
Eh. If we want flavour changes for the *forms (especially Stag & Crow), I think it would be cool if they could allow you to set an alternate description; when you use the form, if you have an alternate set up, it switches you to that and then back to your main when the form is lost. If no alternate is set up, it just does what it does right now.
Yes, you can do that now with triggers / aliases, but I do not think anyone does. They attempted to do a bit of this by having it automatically tag a couple words into the description, but (to me) that just dissuades from a custom alternate because then you are describing the features twice (the automatic line & in the custom text itself).
Could do the same thing for the *woods, too, when they flex to / from the skillset.
I think all of that is fine. I just don't really understand why herbs and poisons needs to be further restricted to lowmagic, especially when there isn't anything in highmagic to compensate.