Can we please have a way for others to see what we can make for them in terms of items? using letters to pass designs and lists back and forth is really painful and time consuming, not to mention requiring a lot of copy and paste.
I lied the last time I asked it to be changed I asked for it to be where you got the amount of leaves to equal the pixies in the forest. The spam is awful and usually seems to happen right in the middle of conversation. Pls change.
Even then, you're going to end up with one novice lost in the woods with two pixies while two or three come by and get eight leaves each and greet two more times fruitlessly. EDIT: Unless you mean greet once, get eight, in which case carry on while my brain sits the next eight hours out
Don't think that will work, most things like that are hard-coded to how many can exist at a time. That change would mean that only 1 person per hour could get leaves (unlike now where if someone wants to just collect a couple they can only get as many leaves as they want).
Simplest solution is just to have the pixie give the leaf back when you hand it to them, effectively making it reusable. Then nobody ever needs more than one.
Can we make LOOK AT <ITEM> on <PLAYER> correspond with LEFT and RIGHT the same way you can unwield left and right? I'm curious about what some people are holding in their hands but don't have the proper noun-age. Divine weapons, for example!
REFINE-Convert X of a commodity into Y of a 'pure' commodity. I like a 100:1 ratio, but numbers are whatever. Designs can call for a minimum number of pure commodities as distinct from normal ones. Each trade should be restricted in the commodities that it can refine. Let forgers do metals, cooks do fruit/vegetables/eggs, and so on. Make sure every trade gets a couple.
This is just a convenience so you can have designs with absurdly high commodity requirements without putting too much strain on rift storage or making the numbers unattractively large in designs.
VOTIVE-Every trade can make votive offering items, which can be offered at a shrine exactly like corpses. Make them use pure commodities (or a suitably gigantic number of normal ones. Just make them take a lot of commodities in some way.) Can also add a gold cost.
The main noun for the design should be "offering" to give people lots of design options. Just add a rule that the designs need to be vaguely appropriate to the trade. No cooks making sacrificial swords or anything like that.
The main goal is a commodity->offering system to act as a commodity sink. Adding in designs just makes it fun. Bonus points if the design shows up in the offering log so everyone can peek at it!
Refine is just a convenience thing for avoiding big numbers and making it so you can make votives on a whim out of your rift. Making them into separate commodities also leaves the option of including them in abilities other than votive in the future.
Any sufficiently advanced pun is indistinguishable from comedy.
Also not sure what herbalists, poisonists, alchemists, or enchanters would make. It feels like forgers and cooks would get the brunt of them, actually.
Herbalists: INCENSE. All those useless herbs that are only used for cooking and alchemy now? Well, turns out they smell p good if you know how to group, bind, and smoke 'em. Some of them might give a boost to sanctifying or something.
Poisonists: Remember how crotamine was once the most deadly poison in the world? God slurpee. They just...lap that shit up like a kitten with milk. Mildly less ridiculous: if I was a warrior god I'd want a flask of poison that mortals offered me because they love me, that's all I'm saying.
Alchemists: Gods can make some pretty epic shit, but they need specialised flasks and/or pre-done stuff at times that mortals have just enough time to make and prepare. IDK, alchemy is kinda difficult I'll grant you that but also consider I'm dumb and it's 7am.
Enchanters: This one is the easiest, tbh, you just enhance all those votives that have already been made to make them worth more, and have it take like 2 powerstones (idk what our stock of powerstone surplus looks like but I remember back in the day you couldn't give them away fast enough).
Libation sacrifices have been pretty common throughout history. Mostly alcohol, admittedly. Within the realm of Lusternia, it'd be reasonable to include potions and whatnot, since they are so important. That gets alchemists and poisonists.
Gods love corpses, so tattooists just make fancy corpse bits to sacrifice.
As Tremula points out, smell also tends to be a big deal in historical sacrifices. Herbs work there.
Enchanting can be anything that takes magic. Enhancing existing ones is neat variety for it, new items can be arbitrary magic-holders.
Other trades work well with either food or treasure sacrifices, both of which were fairly common. Not always things that were valuable, either. You might sacrifice a clay foot to the god that you think healed a foot injury, for example. History is neat!
Any sufficiently advanced pun is indistinguishable from comedy.
Taking as given the various motivators and specs of order affinity, why not do the following:
-Remove 50% malus on offering for foreign order members. -Give all In-Org members a 100% bonus on offering. --(This bonus will apply last, after a percentage is moved to cults etc.) -Adjust the drain from foreign order members, if need be.
This has the same net effect, in that foreign order members have half the offering potential of in-org members. However, now foreign order members aren't weirdly worse than foreign outsiders at offering. I... still think there are tremendously more elegant solutions, but just flipping the buff/malus factor would instantly make the mechanic less frustrating for everyone.
I like the idea overall. However the bit I'm missing is, why would a player go through all of it just to offer essence to a god?
Because unlike her secular husband, Trem is very religious much as a great amount of Lusternia is. Besides wanting to be high up on the offerings list and roleplay purposes, there's also the benefit of more activity for tradesman and shopkeeper.
I like the idea overall. However the bit I'm missing is, why would a player go through all of it just to offer essence to a god?
Because unlike her secular husband, Trem is very religious much as a great amount of Lusternia is. Besides wanting to be high up on the offerings list and roleplay purposes, there's also the benefit of more activity for tradesman and shopkeeper.
I don't know that it's good activity though; it's just dumping gold into commodities, and then wiping the commodities out of the game. Some commodities are already very difficult to generate, and people need those for their tradeskills (metals are especially problematic). Orgs do have stockpiles, but if people are buying comms just to delete them for no actual purpose, those are going to dwindle faster than they already do.
Then you also have the issue of commodities being priced differently; offering things made out of leather or rope will be far more cost-efficient than things made out of steel. How do you balance this? Commodity prices fluctuate, there is not really a 'base' value to tie anything off of, so some tradeskills are going to be able to have a big leg up over others. Herbs are plentiful (just time-consuming), and poisons have no real cost at all which will make them the best offerings of all, price-wise.
I'm just having difficulty seeing how this would work in a good way. It seems very difficult to balance, and the net result of wiping commodities without also addressing the difficulty of generating some will be very difficult on metal-heavy tradeskills especially.
It also seems like a fair bit of design and coding to put together something that effectively mimics figurines (only instead of imbuing with esteem, they just have a hard offering value). Why not just spend your gold on esteem? If the thing is to just have "more types of offering designs," you could add figurine-like vessels to other tradeskills (function mechanically the same, can be imbued with esteem and offered), but then you are not constantly burning comms to make them (only when you offer the end result).
I think the biggest issue with that one would be coming up with some way of leveling the newItems (no point in using them if you can't get them up to the same net effect as a level 40 figurine).
No matter what, though, this certainly isn't a "simple idea."
Likewise for cloaks not hiding jewellery on your neck & ears; coats hiding the clothing beneath like gowns/dress etc.
There may be one case it's useful. If you have a charity rune on jewellery or charity in slot on enchanted armour/robes, then you can layer over that to cover prestigious jewellery/armour and keep the charity bonus. Xiran used to swap between shirt and tunic to hide/show a runed armband.
A pound/adoption agency for unwanted pets. I have some beasties that I... erm, well, don't really want and it'd be nice to have a way to 'get rid of' them without starving them to death or beating them down yourself.
This way, we can leave them at a pound! Yay, another gold sink? And someone else can pick them up to take care of them.
And I don't feel like a cruel person for beating on a pony.
Likewise for cloaks not hiding jewellery on your neck & ears; coats hiding the clothing beneath like gowns/dress etc.
There may be one case it's useful. If you have a charity rune on jewellery or charity in slot on enchanted armour/robes, then you can layer over that to cover prestigious jewellery/armour and keep the charity bonus. Xiran used to swap between shirt and tunic to hide/show a runed armband.
Xiran said that there could be a use to the current behaviour. I replied by saying that there is a better way to fulfil that function (clothing hide).
The whole layers thing really is not necessary in my mind now that you can choose what to show/hide. Why have an extra system to mechanically hide things on top of user choice?
Only thing that is still worth keeping layers in for is under-clothing imo. This way people don't have to expressly remember to hide those garments every time they buy something new.
Xiran said that there could be a use to the current behaviour. I replied by saying that there is a better way to fulfil that function (clothing hide).
The whole layers thing really is not necessary in my mind now that you can choose what to show/hide. Why have an extra system to mechanically hide things on top of user choice?
Only thing that is still worth keeping layers in for is under-clothing imo. This way people don't have to expressly remember to hide those garments every time they buy something new.
I did a test in-game (with a coat) and found that CLOTHING HIDE doesn't take it out of the prestige shown in STAT. It might only be cosmetic for when people look at you. If I want to lower prestige for charity and but still wear the runed armband with the charity buff, armband under shirt/blouse would be better than armband with tunic.
Edit: Apologies, I should have re-read a couple times to understand. Nice idea.
Xiran said that there could be a use to the current behaviour. I replied by saying that there is a better way to fulfil that function (clothing hide).
The whole layers thing really is not necessary in my mind now that you can choose what to show/hide. Why have an extra system to mechanically hide things on top of user choice?
Only thing that is still worth keeping layers in for is under-clothing imo. This way people don't have to expressly remember to hide those garments every time they buy something new.
Right, I mis-understood your reply was meant for Xiran. But the layers thing is still an issue. If I wear..let's say a choker, then wear my cloak (which has my runes on it), it hides my choke from view because it is obscuring it. Even if I use CLOTHES HIDE CLOAK, the choker is still hidden from view, which.. it'd be nice to show off that choker, yeah? Otherwise, I'm going to have to save up for a lot of credits/goop to get me some pliers just so I can show off my fancypants neck jewellery to shift runes off my cloak to other clothing garment
To clarify what I think Xenthos meant and expand, it might be nice to be able to CLOTHING HIDE (LAYER<layer>|<slot>) (ON|OFF|PRESTIGE) to be able to semipermanently filter out undergarments, for instance.
Comments
Can we please have a way for others to see what we can make for them in terms of items? using letters to pass designs and lists back and forth is really painful and time consuming, not to mention requiring a lot of copy and paste.
Simplest solution is just to have the pixie give the leaf back when you hand it to them, effectively making it reusable. Then nobody ever needs more than one.
REFINE-Convert X of a commodity into Y of a 'pure' commodity. I like a 100:1 ratio, but numbers are whatever. Designs can call for a minimum number of pure commodities as distinct from normal ones. Each trade should be restricted in the commodities that it can refine. Let forgers do metals, cooks do fruit/vegetables/eggs, and so on. Make sure every trade gets a couple.
This is just a convenience so you can have designs with absurdly high commodity requirements without putting too much strain on rift storage or making the numbers unattractively large in designs.
VOTIVE-Every trade can make votive offering items, which can be offered at a shrine exactly like corpses. Make them use pure commodities (or a suitably gigantic number of normal ones. Just make them take a lot of commodities in some way.) Can also add a gold cost.
The main noun for the design should be "offering" to give people lots of design options. Just add a rule that the designs need to be vaguely appropriate to the trade. No cooks making sacrificial swords or anything like that.
The main goal is a commodity->offering system to act as a commodity sink. Adding in designs just makes it fun. Bonus points if the design shows up in the offering log so everyone can peek at it!
Refine is just a convenience thing for avoiding big numbers and making it so you can make votives on a whim out of your rift. Making them into separate commodities also leaves the option of including them in abilities other than votive in the future.
Poisonists: Remember how crotamine was once the most deadly poison in the world? God slurpee. They just...lap that shit up like a kitten with milk. Mildly less ridiculous: if I was a warrior god I'd want a flask of poison that mortals offered me because they love me, that's all I'm saying.
Alchemists: Gods can make some pretty epic shit, but they need specialised flasks and/or pre-done stuff at times that mortals have just enough time to make and prepare. IDK, alchemy is kinda difficult I'll grant you that but also consider I'm dumb and it's 7am.
Enchanters: This one is the easiest, tbh, you just enhance all those votives that have already been made to make them worth more, and have it take like 2 powerstones (idk what our stock of powerstone surplus looks like but I remember back in the day you couldn't give them away fast enough).
Ixion tells you, "// I don't think anyone else had a clue, amazing form."
Gods love corpses, so tattooists just make fancy corpse bits to sacrifice.
As Tremula points out, smell also tends to be a big deal in historical sacrifices. Herbs work there.
Enchanting can be anything that takes magic. Enhancing existing ones is neat variety for it, new items can be arbitrary magic-holders.
Other trades work well with either food or treasure sacrifices, both of which were fairly common. Not always things that were valuable, either. You might sacrifice a clay foot to the god that you think healed a foot injury, for example. History is neat!
-Remove 50% malus on offering for foreign order members.
-Give all In-Org members a 100% bonus on offering.
--(This bonus will apply last, after a percentage is moved to cults etc.)
-Adjust the drain from foreign order members, if need be.
This has the same net effect, in that foreign order members have half the offering potential of in-org members. However, now foreign order members aren't weirdly worse than foreign outsiders at offering. I... still think there are tremendously more elegant solutions, but just flipping the buff/malus factor would instantly make the mechanic less frustrating for everyone.
Ixion tells you, "// I don't think anyone else had a clue, amazing form."
Then you also have the issue of commodities being priced differently; offering things made out of leather or rope will be far more cost-efficient than things made out of steel. How do you balance this? Commodity prices fluctuate, there is not really a 'base' value to tie anything off of, so some tradeskills are going to be able to have a big leg up over others. Herbs are plentiful (just time-consuming), and poisons have no real cost at all which will make them the best offerings of all, price-wise.
I'm just having difficulty seeing how this would work in a good way. It seems very difficult to balance, and the net result of wiping commodities without also addressing the difficulty of generating some will be very difficult on metal-heavy tradeskills especially.
It also seems like a fair bit of design and coding to put together something that effectively mimics figurines (only instead of imbuing with esteem, they just have a hard offering value). Why not just spend your gold on esteem? If the thing is to just have "more types of offering designs," you could add figurine-like vessels to other tradeskills (function mechanically the same, can be imbued with esteem and offered), but then you are not constantly burning comms to make them (only when you offer the end result).
I think the biggest issue with that one would be coming up with some way of leveling the newItems (no point in using them if you can't get them up to the same net effect as a level 40 figurine).
No matter what, though, this certainly isn't a "simple idea."
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This way, we can leave them at a pound! Yay, another gold sink? And someone else can pick them up to take care of them.
And I don't feel like a cruel person for beating on a pony.
If I want to lower prestige for charity and but still wear the runed armband with the charity buff, armband under shirt/blouse would be better than armband with tunic.
Edit: Apologies, I should have re-read a couple times to understand. Nice idea.
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