ENVOY REPORTS

by Ashteru

Back to Common Grounds.

Unknown2007-06-09 13:42:25
Gloomtide is most useful right before a battle.

And, although information past this would ruin its purpose, it removes the members of the Coven from all personal enemy lists.
Sylphas2007-06-09 18:23:14
So it's kind of like old shine? Worthless? I mean, if you have to not know what a skill does for it to be any good, it's a crap skill.
Krellan2007-06-13 05:09:06
I wasn't active for the old old shine. Thanks for the clarification on gloomtide. I thought it was that crazy full night coven one that stopped all power feats in the local area at first.
Unknown2007-06-13 05:45:33
That one's what? LongNight?
Ashteru2007-06-13 05:47:06
QUOTE(Krellan @ Jun 13 2007, 05:09 AM) 416971
I wasn't active for the old old shine. Thanks for the clarification on gloomtide. I thought it was that crazy full night coven one that stopped all power feats in the local area at first.

Crazy, yes. Useful? One out of ten times. tongue.gif
Shamarah2007-06-13 23:47:23
Yeah, I tried to get it replaced with something else but no luck with that, Estarra wants us to have a spell that can only be used with 13 coven members! So I'm gonna ask for the cost to be reduced in the next report and maybe we'll actually be able to use it every so often then.
Genos2007-06-13 23:48:43
Does Moon have a coven ability with 13 people?
Sylphas2007-06-14 00:02:46
Not that I can think of.
Shamarah2007-06-14 00:03:15
Nah, it's a special Night thing.
Vix2007-06-14 00:06:24
Are there even 13 people with Night? tongue.gif

I kid, I kid.
Rika2007-06-14 09:30:52
If you had enough for a full coven, wouldn't it be so much easier just nightkissing them all to death?
Sylphas2007-06-14 13:10:38
Moon should get a full coven ability that makes everything cost double power (maxed at 10, of course).
Shorlen2007-06-14 14:11:02
QUOTE(Sylphas @ Jun 14 2007, 09:10 AM) 417338
Moon should get a full coven ability that makes everything cost double power (maxed at 10, of course).

I like this idea for the symmetry of it. Maybe it could be called Eclipse, and the effect (from an IC perspective) based on the moon straining the ability of people to draw out raw power, requiring more of it to create an effect.

Hrm, the skill would completely prevent the inquisition chain, as well as vivisac, and it would make deamweaving dreamweavers completely worthless (due to quintiple deepsleep costing 30p instead of 15p). It wouldn't really effect meld breaking, nor campaigns, which are what Longnight appears best used for. The main thing though is that doublewhammies become absurdly expensive, making it rather detrimental to the Serenwilder wiccans using it.

It really should prevent shadows from being released, imo, as a side effect, just because a single choke would kill all those wiccans/serenguard, many of whom would have to be newbies =P


Longnight (and any Seren equivilent if one is made) shouldn't cost much power at all, since the real cost is the 13 people all standing in one room. To look at some basic math... Since there are soon going to be 5 classes per org, only 1.5 of which can join coven, that would mean you'd need an active playerbase of about 44 non-novice Serenwilders online at once, which is about 174 non-novice people online at once total. In order to have the 13 people you need to do it reliably, that is. Since about a third of the players are novices, for the skill to be usable, you'd need a total players online of about 250 or so. The peak playerbase would essentially have to more than double for that. So..... any skill added is pure flavour. If you consider stag to be completely useless for Serenguard, than the numbers are a bit nicer. 200ish instead of 250.

Back when we had only three classes per org, and no Serenguard at all had Stag, it was more like 120 players online for a full coven to be possible. When you then consider back when Glomdoring didn't exist, it was only 90ish. Then, Moondancers were the most populous guild, so... it was more like 60-70.

Back around when Glom was formed, we had some full coven in the Moondancers, but it wasn't common.
Shamarah2007-06-14 19:21:53
QUOTE(Sylphas @ Jun 14 2007, 09:10 AM) 417338
Moon should get a full coven ability that makes everything cost double power (maxed at 10, of course).


Lol, no thanks.
Sylphas2007-06-14 20:09:43
Yes, I wasn't actually being serious. Although it would be fun watching warriors deal with 4p crushes and seeing mages and druids blow through even more insane amounts of power while having a big meldfight.
Unknown2007-06-14 20:23:59
QUOTE(Shamarah @ Jun 13 2007, 07:47 PM) 417189
So I'm gonna ask for the cost to be reduced in the next report and maybe we'll actually be able to use it every so often then.
For that change it's not so much 'not being able to' as 'not being willing to' due to the cost.

Last I checked glom had the highest power in their nexus of all four orgs as well.

Greedballs. tongue.gif

Fair enough that a 50p skill is daunting though. Comparible costs of that magnitude manufacture items which last a decade or so, IG.
Shamarah2007-06-14 22:09:40
It's not just that it's 50p - it's 50 shadows, which are really obnoxious to gather. And, of course, the whole 13 coven members thing.
Unknown2007-06-15 03:38:49
I'm not sure if anyone has mentioned this, but Longnight lasts 10 minutes.

13 Coven members have to gather and use 50 shadows (which is 50-150 power, and is an annoyance to gather) for an effect that lasts 10 minutes.

If it was decreased to 25 shadows, and lasting half a day, maybe. But in its current form, it's a bit pointless (no Choke in the local area sad.gif).
Unknown2007-06-15 03:48:32
QUOTE(Shamarah @ Jun 14 2007, 06:09 PM) 417430
It's not just that it's 50p - it's 50 shadows, which are really obnoxious to gather. And, of course, the whole 13 coven members thing.
I was pointing out that reducing power costs will only increase the -willingness- to use the skill, not the -ability- to use it. There is certainly a difference.

Also, as you said, you're changing the cost, not the number of members, so that's not even applicable to this argument.
Genos2007-06-18 05:41:50
QUOTE
ANNOUNCE NEWS #826
Date: 6/18/2007 at 4:22
From: Morgfyre, the Legion
To : Everyone
Subj: Envoy Changes and Fixes

The following Envoy changes have been made, completing the envoy reports
for this month:

ACROBATICS
----------
- HighJump can be used to knock miscreants and ne'er-do-wells from the
trees as well as the skies. Put an end to those silly logging protests
once and for all!

ASTROLOGY
---------
- There was an error with the way power was calculated that made it so
that the power cost for a Sphere was always either 5 or 0. It is now
properly affected by the location of Aapek, and may sometimes be
affected by the random effect of Papaxi.
- As Astrologers have already foreseen, the Glacier sphere now affects
resistance to cold damage, rather than resistance to summoning.

DISCIPLINE
----------
- Focus Spirit is no longer blocked by a Maestoso if you are deaf.

ENCHANTMENT
-----------
- You may use powerstones to enchant sigils (although not to disenchant
them).

MUSIC
-----
- The songs CelestOde, EngineWords, Celebrate and DarkHeart will now
affect damage to denizens as well as players.

NIGHT
-----
- You may now CAULDRON RELEASE with your cauldron from the comfort of
your own inventory.

PHANTASMS
---------
- Reality now costs 5 power instead of 6.

TRACKING
--------
- You may now bond recall your hunting companion from other planes,
though this will take much longer than usual and cost 5 power.

GENERAL
-------
- It is no longer possible to forcibly move a player who is out of phase
with normal reality (ie, Empressing someone who is Aquamancy Bubbled,
Dreamweaving, Necromancy Ghosted, etc.).
- Smoking coltsfoot will only cure insomnia if you have no other
afflictions which it can first cure.


The following bugfixes have also been made:

- There was a problem with how Geomancy duststorm's timer was being
calculated, which is now resolved.
- You now need balance and equilibrium to scribe any magic scrolls.
- You can no longer force others to contest for elected positions.
- You can now swim in freezetag arena games.
- Avatars will now see which powers they may use when they give no
argument to the base verb.
- (From Fain) Before, guards would get inexplicably stuck, forcing you
to dismiss them and resummon them in order to "fix" them. This bug has
been fixed, largely in part to Laysus's keen eye.

Enjoy!

Penned by My hand on the 18th of Urlachmar, in the year 179 CE.