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Dani
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« on: May 18, 2011, 04:47:11 AM » |
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Simple idea, not sure how simple it would be to code.
It seems to me that exorcism/ghastly pumpkins are kind of useless. They don't get rid of the spirit, they just send it a few squares away. I think we need a stronger solution to get rid of these damn wailers.
A spirit fence is just four skullposts around a hut or square, one on each side. Once all four posts are in place, no spirits can enter that square, but spirits already inside can still leave via revive. To break a spirit fence, all you need to do is destroy one skullpost. Correct me if I'm wrong, but spirits can't break signs just by wailing, so someone alive would have to do it.
This might open the door for new tactics in spirit warfare, I don't know. It may or may not make sleeping around the shipwreck area less dangerous (you can't build signposts on water, but perhaps the Temple or the beach would become a new hangout spot). Also, since only natives can build skullposts, outsider clans would have to have at least one native around to build them, and that would take a ready supply of skulls, and traders don't usually sell them, so--human sacrifice, anyone?
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Sometimes derailing the  out of an already what the  topic is not enough.
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Johnny Hobo
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« Reply #1 on: May 18, 2011, 05:22:54 AM » |
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Nerf two classes? You sir are proposing madness.
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I don't believe in cops, bosses, or politicians. Some call that anarchism, I call it having a :palm:ing heart that beats! I do believe in freedom and never giving up. Call my methods madness or call them luck. I do what I got to, to feel able to breathe! And if you quit your job well, you can do a little breathing with me.
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Killian
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« Reply #2 on: May 18, 2011, 05:35:17 AM » |
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Sounds like it would easily be infiltrated by bishop and queen spirits. The relationship between shamans, non shamans, and spirits is already pretty balanced. When you mention natives and outsiders teaming together, outsiders may simply hire a shaman (a high level one, preferably). Or has that generous option faded away since I was gone? Is Wulla Mullung still around? Once all four posts are in place, no spirits can enter that square, but spirits already inside can still leave via revive. This is the most broken aspect of the suggestion, but it's not clear what you're communicating. How would the spirit react if a shaman tried to exorcise one with the fences active? Or, is the spirit, not being able to leave via conventional means, able to perpetually wail the hut? I can see why you're suggesting this. Spirits can be irritating. Oh yes, the pleasant memories. But as I said, there are already good ways of dealing with them. Spirit characters, being bits of code played by flesh and blood players who physically go to school, work, eat, want to enjoy games, etc, just like everyone else, play as ghosts because of the beneficial aspects of being undead. Some natives slain in an outsider hut want remuneration for being unjustly killed, but some just want some XP before they revive; they aren't necessarily out for blood. There are already restrictions gamewise that prevent permanent spirits from gaining undeserved reward for minimal risk, like the relative dearth of XP gain, even if they're lucky enough to nab a full hut. Playing as a ghost is compensation for not being good at (and sometimes not preferring) survival. It's a love-hate relationship, but you don't want to squeeze spirits out of the market. Spirits, whether casual or hardcore, shouldn't be punished to play the game in stasis.
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 Most improved 2011 Most handsome 2011 Most likely to snap and hack everyone with an axe 2011
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Dani
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« Reply #3 on: May 18, 2011, 06:21:35 AM » |
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Nerf two classes? You sir are proposing madness.
Spirits aren't really a class, and I don't think it's nerfing the shaman class. As I say, it wouldn't take much to break a fence, and the cost in building one (4 skulls, or if we say 3 skulls necessary per post, 12 skulls) is high enough that it would take a great deal of coordination to actually maintain a fence. The relationship between shamans, non shamans, and spirits is already pretty balanced. When you mention natives and outsiders teaming together, outsiders may simply hire a shaman (a high level one, preferably). Or has that generous option faded away since I was gone? Is Wulla Mullung still around? True, but as I say, exorcism isn't really much of a deterrent. As I understand it, it used to send spirits a suitably far distance away, but it got nerfed thanks to complainers on this forum. This is the most broken aspect of the suggestion, but it's not clear what you're communicating. How would the spirit react if a shaman tried to exorcise one with the fences active? Or, is the spirit, not being able to leave via conventional means, able to perpetually wail the hut? I dunno about the first point. I suppose one could have a metaphysical discussion about it or just assume it doesn't work. The easiest way to get rid of a wailing spirit still inside would be to break the fence and wave a jack-o-lantern around, then rebuild it. This adds another layer of challenge to building a fence, and new complications (like the new danger of killing someone inside a hut) It's a love-hate relationship, but you don't want to squeeze spirits out of the market. Spirits, whether casual or hardcore, shouldn't be punished to play the game in stasis.
See, I just don't get how this is much of a punishment for spirits. If anything the cost and effort to build a fence would make it a luxury item for all but the most bored of players, or those who see constant everyday attacks by spirits (like the shipwreck). It would also give native characters something useful to do with all the skulls they collect, rather than being mere decorations. It would also be one thing natives can do that outsiders can't, nor would there be any equivalent skill. Finally, it would bring more complexity to the spirit side of the game, which I agree, is pretty under-valued. Who knows, if spirit quests ever get implemented, this sort of trick might become much more useful than anyone could guess. Granted, it's not a high priority suggestion, but I think it's somewhat more useful to pursue than the multitude of flavour for the sake of flavour suggestions out there.
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« Last Edit: May 18, 2011, 06:23:27 AM by Mencken »
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Sometimes derailing the  out of an already what the  topic is not enough.
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FirstAmongstDaves
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« Reply #4 on: May 18, 2011, 06:31:58 AM » |
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Kind of like this as it gives a purpose to skull signposts. Another option is nerfing a shaman by having a high cost (75AP) spell to cast a spirit 50 squares away, or even making them go to the nearest roaming shaman.
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Dramatis personae:
Justice Hart of York - leader of the Order of Patriots FirstAmongstDaves - pirate and class act Blue Hummingbird - Queen of the Dalpoki Ibn al Xuffasch - Arab astrologer and hunter Vercingetorix - roaming assassin
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Killian
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« Reply #5 on: May 18, 2011, 07:46:30 AM » |
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True, but as I say, exorcism isn't really much of a deterrent. As I understand it, it used to send spirits a suitably far distance away, but it got nerfed thanks to complainers on this forum.
Right now I feel like riding a cloud, but instead, it's directly above me and the showering is compelling me to support a suggestion in this general direction.
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 Most improved 2011 Most handsome 2011 Most likely to snap and hack everyone with an axe 2011
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Etherdrifter
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« Reply #6 on: May 18, 2011, 03:32:05 PM » |
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Speaking as someone who spends most of his life surrounded by the undead, or as one, I can say that the mechanics are already pretty balanced.
The distance thrown seems to vary greatly, sometimes as much as 40 tiles, other times as few as 3. Extra skills to increase this throw range are a bit iffy, especially now that exorcism is open to everyone and his dog with the the introduction of jack-o-lanterns, a 1ap fix.
If a skill like this were to be added, or one of the alternate suggestions, then I would say something to balance it up for spirits would also be required. Perhaps the popular idea of haunting the location of death (say for half the ap it would take to float there) or even an introduction of a peaceful spirit skill.
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Pro Bono Collagium Quote of the week "Don't ask so many questions, just serve your purpose! " 
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Mortis
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« Reply #7 on: May 18, 2011, 11:05:34 PM » |
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I gotta agree with Etherdrifter on this one. If I'm not mistaken, exorcism throws a spirit a whopping 25 squares away, which is a third of one's total ap's. Kind of a bummer for spirits, seems like a skill thought up to spite spirit players and frankly throws the spirit aspect of the game way off balance. 
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Iceman
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« Reply #8 on: May 19, 2011, 06:24:43 AM » |
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I don't think the spirit aspect of the game is currently developed enough to warrant any additional skills or features right now. I think it's in need of expanding, as it carries a wealth of potential that is currently wasted on XP farming, but adding bits and pieces in here and there isn't the way to do it. It needs to be considered from a wider perspective, so that any additions contribute towards an overall objective.
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Twist - boner-inducingly handsome | ClickClick - guardian of the Dalpoki | Sympathetic Phil - hard-bitten mercenary and surly drunkard | Tkltchk - hungry, want eat | Fist McRhinopuncher - fairly self-explanatory "Iceman?" How is that? | Suggestions
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kiwimage
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« Reply #9 on: May 19, 2011, 09:38:46 AM » |
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Spirits should be able to possess animals. Say 5ap for initial possess (perhaps at varying levels of success to make possessing powerful animals more difficult) and say 1 in 10 chance of being booted each action/injury. maybe higher chance of being booted from the more powerful animals and less chance of being booted from weaker creatures. (with a greater chance of a successful exorcism from powerful animals) Animal possessed is then 1ap a move/attack.
shamans, villagers/settlers with animal affinity and other spirits should see them as possessed animals.
successful exorcism acts as it currently does driving the spirit a few tiles away. (and leaving an angry beast behind)
possessed parrots should be able to speak. everything else shouldn't.
most animals are much weaker than PCs and wouldn't have inventory. and all would be susceptible to an effective 1 hit kill from exorcism.
also other spirits should be able to contest for a host animal by attempting possession on an already possessed animal. reduced odds of success but acts an exorcism when it does work.
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Dani
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« Reply #10 on: May 19, 2011, 10:09:14 AM » |
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possessed parrots should be able to speak. Creepy. Gotta say, it'd be pretty cool to possess a python.
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Sometimes derailing the  out of an already what the  topic is not enough.
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Mortis
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« Reply #11 on: May 19, 2011, 09:37:05 PM » |
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possessed parrots should be able to speak. Creepy. Gotta say, it'd be pretty cool to possess a python. Animal warfare? I like it. 
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FirstAmongstDaves
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« Reply #12 on: May 23, 2011, 10:22:34 AM » |
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Possessing an animal is an awesome idea.
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Dramatis personae:
Justice Hart of York - leader of the Order of Patriots FirstAmongstDaves - pirate and class act Blue Hummingbird - Queen of the Dalpoki Ibn al Xuffasch - Arab astrologer and hunter Vercingetorix - roaming assassin
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Dani
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« Reply #13 on: November 01, 2011, 05:19:17 AM » |
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since only natives can build skullposts, outsider clans would have to have at least one native around to build them, and that would take a ready supply of skulls, and traders don't usually sell them, so--human sacrifice, anyone?
Turns out outsiders can build skullposts too so I don't know what I was thinking here. I still think possessing animals would be pretty awesome though.
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Sometimes derailing the  out of an already what the  topic is not enough.
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Swarm
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« Reply #14 on: November 01, 2011, 05:59:00 AM » |
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since only natives can build skullposts, outsider clans would have to have at least one native around to build them, and that would take a ready supply of skulls, and traders don't usually sell them, so--human sacrifice, anyone?
Turns out outsiders can build skullposts too so I don't know what I was thinking here. I still think possessing animals would be pretty awesome though. I think I made a suggestion like that before. Either that, or I was planning on it and didn't I'll try to find it...
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Swarm - Hunts Natives.
Exterminator894 - Is hungry
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