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rdowdy

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Everything posted by rdowdy

  1. As someone who criticized a lot of the underwater diving suits/diving bells in the story team discord. This has become something I absolutely adore. I'm also super excited to see the interactions with other Magics or Feats.
  2. 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.
  3. 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"
  4. 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!
  5. 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..." 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.
  6. 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.
  7. 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!
  8. 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 Changelog LET THE BLOOD FLOW! BLOOD FOR THE BLOOD GODS!
  9. Please add that it must be done with OOC consent. Otherwise Imma start drenching people in Auric Oil :P
  10. "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.
  11. This is cool! But it doesn't solve the issue that I'm not gonna roleplay Signs and Symbols when it's a genuine waste of time and boring as heck to do. I'm especially not gonna put the time and effort into making a potion so I skip a part of making potions I already skip. Otherwise? This is a genuinely awesome addition to Alchemical Lore and processes. If a plugin is ever made for Alchemy this would be an awesome addition I'd love to see. But, until we are forced to do extractions, or the core issue with alchemy is fixed (having a lot of steps that aren't worth doing, because their is minimal flair to them so it's basically just copy-pasting), I don't see it being used as anything more than a (really cool) piece of décor in my lab.
  12. General TLDR: I think you should further look into the existing herbs and existing alchemy packs before creating a new one. A lot of these are handled by Botany or other potions. I also think you should consider your redlines better, if you think something is clearly liable to be abused you should add a redline outright denying that use. Potion 1: This really has no reason to be rare, and I'm fairly certain something of this nature already exists, but it's 1am and I have work tomorrow. Potion 2: Frostvine applies a localized numbing sensation, as does Blissfoil. If you wanted to knock someone out for surgery those Nightsap is a better option. Potion 3: This is a combat potion. There is no other use for this then combat. It is just a WAY better recreation of Epistle Smog (from the Lector Alchemy Pack II.) You even acknowledge how potentially powerful in your redlines, but just to make this perfectly clear: This is a potion that affects a 6x6 area (36 blocks), for 5 emotes, and makes anyone affected by it unable to do anything for 3 emotes. That is enough for me to say... throw another one and keep a massive group of people trapped. Or force people to completely stop moving and reacting well I kill them with my Arbalest firing squad. Oh and on the medical side of things this is also just a better version of the Tranquil Draught from the medical pack II. Actually so is Potion II come to think of it... Potion 4: This is a cool idea, but I think it would almost be a better addition on it's own. I would specify it can't be used on Genetalia or used to reveal Genetalia. It should also only be usable any living objects (to prevent use on clothes), heck make it so it only effects skin so people don't use it for anything other than to check for internal injuries. Stuff I referenced. Botany Guide: https://www.lordofthecraft.net/forums/topic/226496- a-comprehensive-guide-to-botany/ Medical Pack II: https://www.lordofthecraft.net/forums/topic/200463-✓-medical-pack-2/ Lector Alchemy II: https://www.lordofthecraft.net/forums/topic/210413-✓-alchemy-addition-lector-alchemy-pack-ii/
  13. The madlad did it... he actually did it. And somehow I couldn't be prouder. But... when's the world lore coming for the underwater depths?
  14. Alchemy is a weird thing... I think it's probably the best system to work towards making handled by a plugin, with some caveats. - Potions should not be usable in PvP. At the bare minimum they shouldn't be allowed in a warclaim. - Please don't introduce a bunch of Minecraft potions into the alchemy system that aren't already there. Night Vision & Water Breathing already exists in alchemy, now's just the chance to make use of the existing system to actually make them usable. Beyond that I think we should avoid adding Alchemy Additions that just add the ability to get like strength pots and stuff. Keep it simple, and limited in nature is probably the best way to handle this. At the bare minimum do not add splash potions or lingering potions. One potion, one person. - I think the current ST signature system for alchemy is a waste of everyone's time, Alchemy is about as exact as it gets in creation. However, I don't think making every potion mechanically makes sense. I think you should work to limit potions made through a brewing plugin to either potions that provide actual effects (like water breathing), and potions that currently require an ST signature. As far as other mechanical items go? Same idea. They should not be usable in PvP. PvP is balanced around the idea that everyone gets the same stuff, regardless of conventional IRP advantages. Please do not tilt that balance by adding "mechanical-roleplay" items into PvP. At the bare minimum if added, it should be kept out of large scale battles. "Mechanical-Roleplay" items even if used sparingly (they won't be) will still favor groups who pump out mechanical advantages, which makes no sense. If you want your FA/MA/CA to be relevant, you should do CRP. When it comes down to CRP as default? I don't think it's that hard. 1) PvP default for groups greater than 6 unless more then 50% of participants agree to CRP 2) CRP default for groups less than or equal to 6 unless more then 50% of participants agree to PvP. 3) Nations, Settlements, and Lairs should, within their direct locations (inside a city, settlement, or lair) be able to set the default for either PvP or CRP. If more then 50% of participants agree it switches. I'm way more iffy on rule 3... but I think a city of like Mages should be able to start in CRP and be overrided. Well a city of normal people should be able to start in PvP and be overrided.
  15. Aight, but seriously the formatting makes it kinda hard to read. Panashea gave better recommendations than I would have for fixing them tbh.
  16. Really cool concept, very easy read and well formatted, but I think it's limited in use, especially as a "capstone" voidal feat. I think it can work on its own but it might have made a better addition to Voidal Artificery if you wanted to keep the Feat idea intact. I personally could see it best being an addition to the existing enchantment system rather than a full feat.
  17. RIP the dream of becoming a Siliti and commiting massive tax fraud with the IBS (Internal Blood Service.) (Yes, I also have irritable bowel syndrome from all the blood drinking) Super excited for the new map and very excited to see the new events! I've always wanted more puzzle events but I know they might be difficult to create or run with how LOTC works! Thanks for the Update!
  18. Once there was nothing... Then there was the anvil... Now it wishes us to be reforged Folded into its metal The anvil protects The anvil guides The anvil Loves What the anvil is will be, and what the anvil will be, it is. PRAISE THE ANVIL!
  19. ACCEPT THE ANVIL! THE ANVIL IS GOOD! THE ANVIL IS KIND! You must accept the anvil into your heart... for it already within you, waiting.
  20. "Et's the end a' Urguan... hell probably the end of this continent... hopefully we took a bloody fair bit of ehm." Meylis says casting aside the damaged shield and several empty potion bottles. "Seems like mostly everyone made it out at least..." Meylis enters his home on the shore somewhere close... it seems the time to leave was rapidly approaching.
  21. So I got lucky enough to see this post like 2 hours early, and I do really like it. Not only is this something I can see actually being used for more than 2 weeks before it fades into "Just another recipe" to collect. It is a set of potions designed for CRP, that have well laid out rules and redlines. I think a lot of potions in CRP suffer from being either useless, or being very open for use in CRP since they weren't necessarily designed with it in mind. Even with the fact that this is a CRP potion pack, there is still some IRP reason for it's existence and they do fill a, within my knowledge, unfilled niche. Coward's Whiskey is a method to damn the consequences and try to escape CRP, giving a way out rather than a prolonged chase that could should have become a mechanical one 30 minutes ago. Morphic Slurm (Gooinator in my heart) is a suit of alchemical armor that doesn't supplement Plate Armor (which everyone seems to have) and gives a reasonable alternative to it depending on the fight you plan to enter. There's a good reason to use it and I'd almost argue for it to be slightly buffed, perhaps allowing for something like chain (a much more reasonable armor in a normal setting) to give a really cool Alchemical Alternative to "everyone has plate." But maybe that's a little bit biased since I helped with some of the formatting. (I really don't deserve any credit for this piece tbh)
  22. Meylis reads the missive and takes a copy to bring to his lab. "Haven't had a decent commission in ages. Shame it's just the bland alchemy shite and not anything with more flair though." He drafts a letter to the person listed on the note.
  23. Meylis reads the new missive from Agnar Grandaxe. This is what the Dwed needed years ago. A call for proper unity. It seems odd that this is the result of such a hardlined Trial, but it is a good first step. Strike the Earth!
  24. I come from a server where "would" is a power gamers dream. Instead of trying to predict what your enemy does and correctly react you just add a conditional to your RP statement/action. With that said, I use present tense for almost all of my emotes. We are creating a story, not telling one from memory.
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