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rdowdy

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Posts posted by rdowdy

  1. 1 hour ago, Air said:

    my thing is, it kinda forces the player to spread the FA which i don't inherently mind but i liked the idea of making deals irp for stuff or having someone be dependant on x person if they do want to not die. kinda like having a thrall without the whole enthrallment part. havent gotten to do anything like it before because i dont consistently rp anymore but it seemed like a fun idea.

     

    The FA is already rapidly spreading as a part of alchemy. This just hopefully means more people pick up the PK clause instead of just... not learning Kloning tbh.

  2. I like the Tawkin changes with the exception of Homunculi being weak to aurum. That feels a bit much.

     

    There's zero reason most people need a Klone and it is at best used to help shunt someone else's PK clause for an actual RP reason. At worst it's just so you can have a bunch of backups and only one person has the PK Clause.

     

    I also think that mutations *should* be written to be mildly improved since the new limitations, but I'm just happy to see there's actual accountability with it and it's ya know actually kind of relevant to Tawkin rather than just being used to supplement Min-Maxers.

  3. Me checking the forums every few weeks to comment on alchemy packs that clearly didn't read Botany Lore/Alchemy Lore and made something already being done by 7 separate plants/magical abilities/recipes.

    "Its gankin' time"

     

    In all seriousness this is exceptionally well done and I think fits in a very interesting niche. This is a "mostly for flair" peice I really like and could see myself using.

     

    How does it interact with TAs though? Could I theoretically beam a lesson into my students head?

    Or perhaps begin teaching someone by sending them memories tied to the back of a raven that slowly make them more and more curious about the senders origins until they follow one of the Raven's only to realize it's some mad dwarf screaming about flesh? 

  4. Meylis stares at the poster one of of the constructs brought with a look of confusion on his face before thinking.

    "Why do so many people thinking telling Artisans to leave their workshop for a commission is going to warrant positive results?"

    He then puts the poster down before grumbling something about updating his advertisements

     

     

  5. Tbh I'm at the point where I'm debating trying to rewrite blood magic unless there's another project for it going by people more dedicated to the magic. It's got a lot of just... weird things going on. (No I'm not looking to Grandfather myself into the magic or try and wipe it.) 

     

    The issue is I have no idea how long a rewrite would take and I'm not really dedicated to the magic as a whole... so uh I don't have a lot of commitment to doing it.

     

    I still think this ammendment is something worth using in the meantime though. 

  6. 32 minutes ago, HIGH_FIRE said:

     

    Alright, allow me to present another argument against it if i may.

     

    Your suggestion is that a player who isn't a blood mage should have to expend 1 genus to use the enchantments on an ensorcelled weapon. Most characters on LOTC will have 3 genus as a result of being a non-high elven descendant, at least at base level. This means that what you are suggesting is that people should use a third of their genus, something that would exhaust them quite a bit (refer to augmentation for such) only to make use of what is admittedly more often than not fairly weak enchantments.

    If the suggestion was that they have to spill blood on the item (which by all means it should be clarified all ensorcelled weapons should have), then I would be wholly in favour of the amendment. However what you're suggesting is that in order to make a sword light on fire, a person should give up 1/3 of their blood, which is not a step in the right direction to me.

     

     

     

    Also while you may call Blood magic a Dark Magic (In fairness, it is by server definition), it is accepted in it's whole by at least two nations, that being Nor'Aseth and the Iron Horde, where practice is by no means uncommon. I do not believe that we need to be limiting a magic's development and popularity growth if it has been done through valid rp as it has been.

     

    To me this amendment lacks grounding in reality, both in regards to activating the spell/enchantement and in tackling the genuine issues with blood magic, such as having to do anything of interested with ST and having very weak blood bending abilities.



    p.s Ofc no hate to you, I've put out unpopular amendments before, It's very well written for what it's worth, i would just rather not see it implemented.

     

     

    I appreciate this feedback. I don't disagree necessarily 1 genus is a fairly high price to pay, my original idea was to use like 1/2 of a Genus so a person could technically use it twice before they reach actual consequences. Honestly, I think a possible change might also be to instead of a Genus cost require say... two emotes to cut themselves and spread blood over the material. 

    Hmmm. Another idea is to require a person to take one emote to cut themselves, spread the blood and actively bleed well it is activated. No genus cost but if they stay in the fight for to long they would suffer from the normal effects of blood loss. 

  7. So. Just to recap the last comments

     

    "Ensorcell Material is a poor spell because it gives power increases that cannot be predicted or "played around" which is poor interaction and borders on bad-faith."

    "The only problem BM has is that too many (bad) people have it"

    "...I would love to see Enscroll Material be responsibly used...

    "I wish BM players would stop spamming enscrollments, the unique effect isn't cool of everyone has one."

     

    So, of the last 5 comments. 5 have stated they see a problem with Blood Magic. 4 specifying an issue with Ensorcellments. With only one person in this entire comment thread making responses actually relevant to the post (Thnx Meteor. <3)

    Benleft, I appreciate the clarity on how long a rewrite might take and the general information your provide, the argument quoted litteraly specified that some Enscrollments are nearing bad faith RP becuase you can't actually identify the qualities. It's almost like seeing blood actively flow to the weapon might help with that an extent, but its also not the point I'm try to remedy.

     

    Blood Magic is Dark Magic. Why are Ensorcellmemts as freely accepted as Voidal Magic Enchants? You'd think anyone using a literal dark magic artifact preying on the life force of other people would be seen as something unacceptable. So, let's shut down the bad faith Roleplay and make blood magic bloody.

    This still allows dark characters who aren't blood mages to use the enchantments for something narratively interesting through the use of self-sacrifice, or the active drawing of blood from their enemies (or allies.) Wanna use a Blood Magic as a normal person? Consider Murder.

     

    So far I've seen one argument actually criticizing the peice. And the rest agreeing "Well I don't think this is a problem. Sure maybe Blood Magic is bad but Ensorcellments are just a part of the greater community issues. So let's just... not fix it." So ya know? If everyone is agreeing its over-used and the lore is so prone to bad faith Roleplay why does it still exist? Personally I'd rather try to fix the problems than just agree "Lore Peice Bad, but let's not fix it anytime soon"

  8. 1 hour ago, Orlanth said:

    You are largely just lying on this post. You did not manage to do all vaults without any bugs, and your error rate was not as low as .48%. I know of at least one player (and I'm sure you know exactly who I'm talking about) who had their entire vault wiped and still has not been compensated. Any attempts they've made to contact administration have been met with indifference. If there's nothing you can do about their items, then say that, but don't come on the forums and pretend that you did everything perfectly when you didn't.

    update: It seems to be that admins are looking to resolve this issue now. I'm sure the player in question is incredibly appreciative of this, as am I. However, I still think covering up the statistics was the wrong thing to do.


    So like... you know one of the six people, and that means the stats are wrong? Bruh.

    Anyways Thnx for my vault! You should also recall that some people (me) stored Notable Relics in the /storebook!

     

  9. 2 hours ago, GrowingIvy said:

    there is nothing wrong with the current ensorcell material? what is the reason even for this? it's created via a ritual, by a blood mage, in a circle of blood, with a ritual powered by blood. they're all, mostly, activated by blood.

    Yeah, for Blood Mages this isn't a problem. Hence why this nerf only effects the population using Blood Magic without any of the Taboo that actually comes with using Blood Magic. I honestly think down the line Water and Metal (and probably Lightning) should be buffed to have legit effects. 

    Edit: Also they aren't mostly activated by blood. The three non-combative ones are. So are Mild Air Conditioning (water) and Lightning but that's not "all, mostly..."
     

    37 minutes ago, Johann said:

    A bit of a heavy-handed and reactionary amendment. I wholly agree that BM has conceptual issues, but this is not the bandaid fix it needs at the moment.

    Is someone actively working on the rewrite that will be released soon? Are there plans to conceptually change Blood Magic in the near future? 


    Make no mistake, this is a Band-aid fix, but that's what a Band-Aid is for, stopping the bleeding well you figure out how to deal with the issue. You'll also notice that this change doesn't effect Blood Mages in the slightest.


    If someone makes a Blood Magic Rewrite in the near feature to alter this and therefore make this worthless? Awesome, it means the problem has likely been solved, which is kind of what this is all about.

  10. 7 minutes ago, MeteorDragon said:

     

    I think it's fine as is, to be honest, as the ritual itself is done with quite a bit of blood. Sure it doesn't specify how much blood is needed to activate these things, but I don't really think that's much of a problem. Dark, Light, Mist, and Particle are all aesthetic runes, and technically Lightning even though it has non-aesthetic uses. Then you have to think about things like Earth and Air, those are fine as just passive effects, they don't need to be activated with blood imo. At best, I could see an argument for Fire being changed to have it so it can only be activated by blood rather than Fire and blood, but the others don't really need it.

     

    Instead, the issue with Ensorcellments is that people, sadly, mass produce them and some people even sell them. I wish there was a better way to tackle this without generally nerfing the already not too powerful abilities these all have.


    I don't disagree in a perfect world, and I think the options should still be entirely open to Blood Mages hence why I'm asking for the population able to use them to be nerfed, not the ability itself. But at current unless we can force blood magic to actually be Taboo ensorcellments will continue to be used this way. Hopefully this will also help push the narrative of Blood Magic being a dark magic since it actively requires sacrificing your own blood or stealing another's in a bloody manner.

    I also do think at a later date, with usage being decreased we can look into further enhancing their abilities. I think water needs a buff, I think metal needs to actually do something, but let's stop the misuse before we buff it.

  11. 1 hour ago, MeteorDragon said:
      Hide contents

     

     

     

    Combative 
    Fire: Doesn't need blood, can be activated using mundane fire. 

    Earth: Doesn't need blood

    Air: Doesn't need blood

    Metal: Needs blood, but blade durability isn't a thing. 

    Lightning: Main effects doesn't need blood. Activated effect needs bleed and actually does something. (Please someone buff this. Coating a blade in Frostvine salve does the same effect except better and free)

    Dark: Main effect doesn't need blood. Activated effect needs blood but is purely cosmetic.

    Non-Combative
    Water (yes, I consider this Non-Combative. It needs a buff. Having Air Condition doesn't protect against literal fire): Main effect doesn't need blood. The activated effect is kind of just... worse Athin. Ouch. Someone give this man a buff.

    Light: Valid. Not really CRP related.

    Mist: Valid. Not really CRP related.

    Particle: Valid. Not really CRP related.

    BLOOD FOR THE BLOOD GOD!

  12. In the "Ensorcell Material" redlines of Blood Magic include the addition of

    "Non-blood mages may use Ensorcellments, but are required to activate it by feeding it blood. This price can be paid by taking one emote to cut your hand and smear blood across the ensorcelled item, it may also be activated by wounding a recently incapacitated target, or killing a target with the ensorcelled object. Well the ensorcellment is active the wound cannot be closed and blood would continue to travel from the wound to the ensorcelled item making it obvious to any that blood is powering the ensorcelled item. A person would begin suffering the effects of mild blood loss at 6 emotes, and major blood loss at 12 emotes, a player would fall unconscious from blood loss after 18 emotes. Any ensorcelled item being activated would double this effect.

    My Reasoning

    Spoiler

    After Squak's recent post that Blood Magic ensorcellments were almost as common as Voidal Enchants (I hate the void). I thought (a rare thing for me) how can so many people be using Ensorcellments when it's a Dark Magic? That's when it hit me, it's not only Blood Mages using ensorcellments but like regular people. So, I wrote this amendment with the idea that first off
    1) This isn't a problem with Blood Mages, it's a problem with the community outside of it.
    2) Blood isn't a real requirement for using most ensorcellments, the ones that do requite blood are predominantly non-combative, and even among those that do require blood it doesn't specify an amount. Technically a drop of blood could do it.

    3) And lastly, that a greater fix solving the idea with Blood Magic as a whole is unlikely to come soon as the lore likely needs a full rewrite.


    With this is mind, I wanted to make something that doesn't effect Blood Mages, and does make Blood Magic Ensorcellments bloody!


    Changelog

    Spoiler

    Added "This redline does not apply to Light, Mist, or Particle." since they are non-combative and already require the use of blood to do. 
    Edited Formating and reasoning

    Edit from "Non-blood mages may use Ensorcellments, but are required to activate it by feeding it blood. One genus of blood will power the ensorcellment for 10 emotes. This price can be paid by cutting your hand and smearing your own blood across the ensorcelled item, thus paying the required Genus. It also may be activated by dealing the killing blow on an enemy, or taking two emotes to smear the blood of an incapacitated enemy or a willing donator onto the ensorcelled item. This redline does not apply to Light, Mist, or Particle."
    To the current. 

     

    LET THE BLOOD FLOW! BLOOD FOR THE BLOOD GODS!

  13. "Now look, your grace, what you see over there aren’t giants, but windmills, and what seems to be arms are just their sails, that go around in the wind and turn the millstone."

     

    Looks pretty cool, but I think windmills kind of already exist on the server. 

     

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