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Orael

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Orael
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  • Do you mean that a melder may want to risk being targetted to keep a meld up? Rather than the current scenario of the best way to keep your meld up is not to risk it? 

    Do you mean that having to face the enemy to do your part is a bad thi…
    in Melder Revamp Comment by Orael May 2019
  • (Quote) melders from different specs won't be able to work together outside the same way they kind of work right now.

    chemwoods won't be changing at this point and will likely just continue with the same effects they have currently.
    in Melder Revamp Comment by Orael May 2019
  • What effects strip protection?

    As far as I'm aware, the only way to strip protection outside things like lowmagic spring is a melder stripping it.
    in Melder Revamp Comment by Orael May 2019
  • There were a few major issues with melders that are being addressed.

    1) The requirement to have a melder in order to compete
         - By giving multiple ways to break the meld and reducing the ability to have unbreakable rooms, you sho…
    in Melder Revamp Comment by Orael May 2019
  • Acts like a rift, they won't decay in the item. The only way to lose comms is through upkeep or increasing your level.
  • Alright, I think we're going to roll with the plan that's laid forth. 

    This is something that'll be tested by players prior to things being released so we can make adjustments should issues arise.

    With that in mind, I'll start …
    in Melder Revamp Comment by Orael May 2019
  • There's certainly a portion of the player-base that disagrees with you.

    When we pushed back the melder revamp in favor of daily credits and timequakes, there were quite a few people incredibly upset with it. Plenty of people have lamented…
    in Melder Revamp Comment by Orael May 2019
  • To clarify, the bonding being proposed is too bond the meld as a whole, not individual nodes.

    I think the to compromise between things, if a melder is killed in a node room, that node will be broken as well.


    The rest of t…
    in Melder Revamp Comment by Orael May 2019
  • (Quote) That's a typo, it did cost 2 anomalies. It's been fixed for next time.
  • (Quote) As already stated, only one thing stops the channel, the melder being there at the end. This means that you can work to defend your breaking melder as well as keeping the melder out of the room to let the channel complete.
     
    Avat…
    in Melder Revamp Comment by Orael May 2019
  • Closing this thread down to start a new one for some comments on the new plan based on conversations here.
    in Mage Revamp Comment by Orael May 2019
  • I mean, it wouldn't be significantly variable, it would have to be reduced if you could potentially have 3 (or more!) melders having effects running in one room rather than limiting it to one.

    We're unlikely to veer far off the current co…
    in Mage Revamp Comment by Orael May 2019
  • This would be similar, there are probably questions I cannot answer for various reasons, but I would certainly answer whatever I'm able to

    *To a Reddit AMA I mean
  • I don't know that will have the effect you really want it to. There's going to be a minimum amount of points needed to be effective and that's going to function in one of two ways


    1) If the enemy melder/team can remove points, it th…
    in Mage Revamp Comment by Orael May 2019
  • I don't understand what is meant by saying 'not mutally exclusive' or really understand how that would work. Like, why would a pyromancer be able to manipulate a aquamancer meld? They are not linked to the water plane or any other elemental plane, s…
    in Mage Revamp Comment by Orael May 2019
  • I think if we wanted that kind of flexibility, we would probably just go back to requiring each room to be melded, and just have the caster append a 'major/lesser' at the end of something.

    We'd have to consider how that would work, we rea…
    in Mage Revamp Comment by Orael May 2019
  • The scope of the revamp is melders, mostly their primary skillsets but we'll need to consider how the secondary and tertiary skillsets work with that.

    Woodchems might be something worthwhile to look at, but they operate differently and I'…
    in Mage Revamp Comment by Orael May 2019
  • Regarding the first point, while we're reducing the need to have a melder, we're also increasing the difficulty in breaking melds. Yeah, a larger group may have more damage attacks, but that means they're damaging the avatar rather than killing the …
    in Mage Revamp Comment by Orael May 2019
  • The effects will not be left the same, they will be getting overhauled as well. I thought that was clear, but in case it wasn't, it should now be.
    in Mage Revamp Comment by Orael May 2019
  • (Quote) Why? 

    You can't branch out until you get a sturdy base. The effects will be designed with the base in mind, not the other way around.
    in Mage Revamp Comment by Orael May 2019
  • No, it would take more than just a tick.

    They really aren't comparable to bards. Octave and melds function much differently, so we're not going to treat them the same.

    Chemwoods would still operate the same at this point, this …
    in Mage Revamp Comment by Orael May 2019
  • (Quote) But you have the melder there instead to attack. 

    You'd have a few options at that point, move the melder out to bring the Avatar back (or vulnerable again), or kill the melder.
    in Mage Revamp Comment by Orael May 2019
  • At this point, I want to get the base melding system down first. Once that is solid, we can move on to effects for each individual spec, secondaries and tertiaries. 

    There's two ways we can go with effects. 

    1) We can just have…
    in Mage Revamp Comment by Orael May 2019
  • I discussed things with Ianir more and I'm going to backtrack on some of the things I previously said.

    When there are two equal paths between nodes, only one path will be selected randomly.  The reason for this is because we want melders …
    in Mage Revamp Comment by Orael May 2019
  • What about them?
    in Mage Revamp Comment by Orael May 2019
  • The node would be unbreakable if it would cause a demesne to separate, just like unbreakable rooms today are. That was asked and answered earlier.


    As far as breaking. 

     I skipped a bit of Ianir's explanation when posting …
    in Mage Revamp Comment by Orael May 2019
  • 1 and 2 would become melded. 

    A node would be unable to be placed.

    If a node stopped one, the other would still go.
    in Mage Revamp Comment by Orael May 2019
  • If there is more than one node within range, then it would form leylines to both. 

    An enemy node would only stop the one. 

    We would probably only have the avatar at breakable nodes. I imagine we want to keep the one meld mechan…
    in Mage Revamp Comment by Orael May 2019
  • I believe we will go with the new system based on what I initially proposed and some of the suggestions in this thread.

    With that in mind, the mage overhaul takes priority, so that'll be my main focus. I'll be working on reports that have…
  • I'm going to drop it down to 1 min to get credit for org and daily credits to see how it plays out.

    I don't want to lower it to just entering because I think we might get a lot of people that just jump in and jump out to get credit. I wan…