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Saran

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Saran
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  • (Quote) First, mulch has rp considerations. Treechemancers wouldn't be touching moonharts at the least without mulch.

    I'm not seeing any impact on statues for cities so carving should transfer as well as runes.

    the implement …
  • I'm wondering if *chemantics is going to be the suffix for all of them or if they'll be different

    like...

    geomechanics
    pyrotechnics
    and
    aero...something
  • I'd suggest, if it actually proves neccessary, maybe a method to make them inert rather than stripping them. Probably with just a command to make them active again but without the full cost associated with that.
  • Sorry, you want to put dissolve into psionics?

    What about you know... dreamweavers, runists, and well... druids
  • Well, the turtle ability does specifically state that's what happens.
  • It's the surging globe (the last globe) that actually mentions it. So I don't know if it's the standard or if it is an exception, i'd lean towards an exception.
  • 370 platinum and 380 essence to put everything up once. Though looking at one of the globes it has a 50 month decay timer on it. 
  • wow... I just looked at the math... aquachemantics is expensive. Hopefully the sheens and globes last a while, I only see one mention of duration.
  • I'm confused. I mean sure sarcasm, but where's the stacking of melds and passives? 1v1 you're either fighting a mancer or a chemancer. I'd expect that the aquachemantic stuff would go inert if you changed skills while it was up as aquamancy abilitie…
  • Yeah, mulching and saplings too hopefully.
  • And now I'm wondering how I'm going to differentiate between people with druidry and whatever the hartstone get...
  • Yeah, I'm like really excited for the new skills(I have been ever since the speculation started around when the doors/visions were happening) and I can't wait to see what the Hartstone get.

    I'm already going through our scrolls …
  • And I don't actually agree that covenants are the answer in the implementation presented here. 

    All this seems to do is give a group of people information that is potentially all but irrelevant to them, unless they fully me…
  • I am confused...

     

    If we are going to go down this road, then why not just make the covenant actually a thing. People are looking for rp, they're looking for a larger base to do such with. Why are we not pushing towards a more rp cent…

  • The one I remember was the conclaves.

    There were four seasons, though this could be converted easily to three aspects, and each season had a series of groups underneath it. So there was one where you just looked after novices an…
  • To address the issuse with too many positions, not enough leaders could we consolidate power into one position?

    The guild master would remain and inherit all the bulk of the privileges that go with leading the guild. The guild champion and …

  • (Quote)

    I feel I need to point out that that I specifically mentioned that the Moondancers were one of the biggest guilds at the time and then provided an example of what we used to consider a small guild. Which was potentiall…

  • (Quote)

    You keep saying that guilds must remain, but then the solutions you are offering is to move more and more of what they do away from them. What are guilds? Why do they exist? Why can we resolve this by moving them away? How do…

  • Let’s talk about how guilds have… devolved over the years.

     

    Back in the day the Moonies were one of the biggest guilds, if not biggest, in the game. I’ve already mentioned how their guild was divided up. These divisions were things l…

  • (Quote)

    First a question, why do people need to get to gr3 specifically?

    Last suggestion I had for guild advancements was a series of variable tasks with a core set of requirements with two different…
  • (Quote) Not sure about rigging, but from what I've heard TMS doesn't really do much because the people that are likely to come across us on TMS are likely to already know about us. TMS would be good for a new MUD just starting out, but …
  • (Quote)
    I agree with the issue, but I do not really agree with the implementation. I feel that this would encourage guilds into a very linear and boring advancement structure with shallow requirements. 

  • I was thinking more the whip form of Dites from Chrome Shelled Regios for some reason
  • (Quote)
    I'll disagree with the planning, I think it's a bit... ambitious lets say.

    If five guilds per org is the original intention (possibly six if I remember hints from ask estarra correctly) then…
  • (Quote) That's kinda what serenwilde had to start off with, and then the SS came along and they took on some of the Hartstone rp and then there was the Shofangi.

    Ultimately, I think the "set up your own faction" is …
  • (Quote)

    I do think that you need to consider it from another angle though.

     

    You don't choose your city or commune when you join the game, you choose a guild. When I first came to lusternia I chose Moondancer not b…

  • Personally, I'd like to see progression. A long event can be good, but right now the rooms don't seem to be doing much. Lulls are fine, but I'm hoping that something more happens before christmas.
  • haha, I know. Just like someone is a little excited at the possibility of being a light/waterbender. And the engineer stuff that the Aeros found. Or even the pyro looking stuff that the pyros have.
  • (Quote) I just call out on ct and hope that I'm not compelled to take more than I should. Realistically, it is illogical ic for the Hartstone not to be trying to save every last person that comes through from the nature wars.  (yes, ic'…