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Galt ✭✭✭


Last Active
Member, Beta Testers
  • Re: Improving Imperian

    Being considerate of concerns doesn't mean making any concessions or admitting that those concerns have any validity. 

    All it means is looking at those concerns (That, in some vague and ill defined way, entities will be 'abusive'), and trying to establish whether those concerns have any merit. In this case, yes - There's some validity to the concern, but it is not sufficient to justify hamstringing entities or allowing entire parts of the game to drive entities off and have no interaction with them. The game is not a collection of minor fiefdoms free to dictate which features they allow and which to ban. Organisations can no more forbid entities than they can PK or roleplay.

    If someone dislikes entities and doesn't want anything to do with them, fine. They can ignore them as much as they like. What they cannot do is try to be rid of them on behalf of others, be that by "banning" them from a city, or by being so obnoxious to entities that they quit. As I've said, I'd like to see entities have more power, because I feel that having orgs that players cannot control, and that's key here - that the orgs in question cannot be fully-fledged without an entity, that players can't sidestep the requirement - I believe that would be good for the game. It keeps things from being stagnant.

  • Re: Improving Imperian

    My view on orgs, population, stagnancy etc:

    I believe the problem stems from allowing players to control all the orgs. This means that within a circle, there's little to no change or political movement, there's no real drive for roleplay-driven conflict and difference in ideology, etc. This used to be handled by orders - Being god-controlled, they acted as a counterpoint to the player run orgs, but they were also strictly optional. 

    This is part of why I believe that any sect or cult that invites an entity to attach should give up control entirely to that entity - As the system now works, despite protestations - And that the sect shouldn't get to remove them. We need orgs that players can't have control over, that have some influence on every circle, in order to keep things dynamic and stop things from getting stagnant. I think this has more to do with the lack of change and engagement in our cities and councils than anything. I'd also like to see more emphasis put on having an attached entity, such as a reduced number of max rituals learned for sects without it.

  • Re: Improving Imperian

    The people opposed to entities existing and interacting with the game are a vocal minority and to frame it as those people being "shouted down" is ludicrous at best.

    It's clear from this thread that the actual large number of people - The actual, literal majority of voices in this argument - Like entities and want them to be supported and encouraged. The hilarious complaints that they "keep popping up in houses" and other attempts to frame everything entities do as somehow abusive or wrong is getting tiring, because frankly, other than a couple of minor instances of them using the peace room thing wrongly, nothing untoward has happened.

  • Re: New Engineer Class

    Engineer looks complex and daunting at first glance, but it can be played pretty simply if you want. It has a lot of flexibility in terms of damage it does and tricks it can use, but at the same time, you don't really need to track afflictions, and the affs it does have - chems and skillshots - are pretty easy to follow!

    A big part of the complexity is in the setup, though, the commodity gathering and crafting what you need. This is especially true of AB COMPOUNDS, which are needed for chems and some of the items. A couple of the commodity requirements for compounds are really awkward though - Quartz, even crushed to dust, is irritatingly difficult to acquire whilst LusterChip and ProsperDust are kind of expensive to make if you don't happen to have hoards of comms, primarily because of the emerald and diamond ingredients. 

    I'll give some examples of costs for chems based on Kins prices below. The spread of which compounds are used in which chems is reasonable - With ClearAsh being a middle-cost compound and most commonly used, and SandFlake (Which uses quartz) tied for least-used with LusterChip (Which is silver plus emerald). The cost per pinch for chems varies from 11g for Incendite to 40g per for Psiloite. Notably, Incendite is cheapest, which is handy - Since it costs 5 incendite per flareshot, so each only costs 55g. Flareshot isn't a skill to spam or use continually, so this is fine.

    Chems aren't used constantly, though they're likely used in every fight for most Engineers. Only some of them stand out as awkward to make - Those that use rarer commodities, like emeralds, diamonds and quartz. It would really help if LusterChip and ProsperDust could be changed to use powdered emeralds and diamonds instead, as this would bring the cost of chems down considerably. I'd suggest maybe 5 pinches of the relevant dust for each, to make a batch.

    The real cost of Engineer is the Stehl. Stehl itself costs 1250g in Kinsarmar and each bar makes 10 shots, for a per-shot cost of 125g. Smelting your own costs 1 sinn, 1 cuhpfehr and 1 isan ingot, at respective costs of 244g, 575g and 244g, for a total of 1063g per bar of stehl. This helps, but it's still going to cost me 106g for every shot I make. The smokeless powder used is negligible, as 10 blackpowder plus 1 clearash makes 50 smokeless powder, so it hardly costs at all. It's just a little awkward to gather the commodities for blackpowder, especially if you don't have general skill Engineering or happen to be a newbie, as the best places for saltpetre are filled with aggro mobs.

    This means each time I fire a flintlock, it's going to cost me a minimum of 100g, up to a max of 165g if using ready-made stehl and an expensive chem. This is a little prohibitive, especially in extended fights. It makes bashing with shot absolutely out of the question, too. For comparison, a pinch of golden bonedust costs around about 15g, and that's still seen as an expensive cost just to use an attack.

    Couple this with the disparity with toxins - Which require no ingredients, simply time to make them in a lab - and it feels like Engineer is way too expensive to use! I'm not including the costs of things like flintlocks, bayonets, gyrocopters etc in this because those are an upfront cost and the consumable items last a couple of hours or for much, much longer, making the cost of them negligible. 

    My suggestion for shots is to add something to inventing higher up to make producing shots much, much cheaper. Something like:

    Moulds (inventing)                        Known: :(
    Syntax:   FASHION MOULD FOR <shot type>
    Extra:    3 stehl, forge
    Cooldown: 5.00 seconds of balance
    Having a mould for a shot type in your inventory will increase the number of shots made from 10 per batch to 150 and you no longer require a forge to make the shots.

    Hydroite          clearash, blackice         95g          19g
    Glycerite         boneslate, blackice        84g          17g
    Cryosite          lusterchip, clearash       161g         32g
    Chlorite          prosperdust, blackice      136g         27g
    Neuroite          clearash, blackice         95g          19g
    Methite           sandflake, clearash        76g*         15g*
    Ephrite           sandflake, clearash        76g*         15g*
    Ironite           boneslate, clearash        109g         22g
    Psiloite          lusterchip, prosperdust    202g         40g
    Aqualite          lusterchip, blackice       136g         27g 
    Dystite           prosperdust, boneslate     150g         30g
    Incendite         boneslate, sandflake       55g*         11g*
    Phosphorite       prosperdust, clearash      161g         32g
    Values marked with * don't include a cost for quartz dust, which is used in those recipes.
    COMPOUND          TIMES USED w/chems
    BlackIce          5
    BoneSlate         4
    ClearAsh          7
    SandFlake         3
    LusterChip        3
    ProsperDust       4
    COMPOUND     INGREDIENTS            COST IN KINS          PER 15/Batch      PER 1
    BlackIce   : 1 Coal, 1 Ice          295g, 236g            531g              35g
    BoneSlate  : 1 Obsidian, 1 Bone     656g, 78g             734g              49g
    ClearAsh   : 1 Sinn, 1 Glass        244g, 656g            900g              60g           
    SandFlake  : 1 Isan, 1 Quartz Dust  244g, ?g              ?                 ?
    LusterChip : 1 Silver, 1 Emerald    244g, 1276g           1520g             101g
    ProsperDust: 1 Gold, 1 Diamond      244g, 1276g           1520g             101g
    Jeremy SaundersWyll
  • Re: December Stocking Drops

    I forgot to add this to my prior posts:

    The grand and extravagant stockings might be great, but they should probably be better gem-wise. Like grand could have 1 gem every time, and a 30% chance of a 2nd gem, and extravagant should give 2 gems.

    I was tempted to get some grand, but as I primarily wanted gems, fancy worked out the best for me.