Taernath
06-09-2003, 02:38 AM
General ranger simucon meeting. · on 6/8/2003 6:11:22 PM 5417
Just so you know, we jumped around a bit, so that might make my notes a bit jumpy too, but the info should be there. Also note, that while these are the initial plans or hopeful plans, these are all subject to change (as is everything). Solli mentioned that both he and Cyr would try to post soon, so we can hope for them as well.
Sorry if I missed your name there, but without further delay...
Ranger notes from the profession meeting.
--------------------------------------------------------------------------------
[Sheraton Chalet by the Lake, Interlaken room]
The cheesy hotel carpeting is littered with empty soda cans and bottles of water. Numerous chairs are spread about the room in a roughly circular pattern as well as a few set new the door here. Set back in the corner of the room, a single table holds pitchers of water and several polystyrene cups for drinking.
Also here: Me (Heuward) who is sitting, Dimarie who is sitting who is sitting, Tjarn who is sitting, Navlys who is sitting, Weedy who is sitting, Chimega who is sitting, Syleanne who is sitting, Allanor who is sitting, Kittoa who is sitting, Taliria who is sitting, Barachado who is sitting, Taru who is sitting, Landrion who is sitting, Cappernicus who is sitting, Andemon (Plat) who is sitting, Zanti (Plat) who is sitting GM Solli who is sitting (and a mess of other people that never told me their names).
Changes to current spells:
630 - they're hoping to implement a way to measure affinity. Affinity IS staying and will not be done away with. Once this method of measuring affinity is there, we, as players, can test and determine better what effects the affinity system and we will not be told what that it.
Further, RP verbs are coming as well as bug investigation and fixes. Hopefully shortly after phase one of GS4 as a time frame.
We also spent a bit of time debating them coming indoors and GM Solli will bring this up to the semi team again.
After the meeting, I asked about companion altering and GM Solli said he'd bring it up and address it with the semi team as well.
625 - It's planned that the duration to this will be increased. It is meant to be a short duration spell, but they will hopefully raise that duration a bit.
617 - In regards to this spell and the guild, it's on Solli's plate to get to fixing this in regards to the guild, but as with other things, it is not the highest priority for him at this moment.
Also, combat leadership was brought up as we can't lead with this spell running. It's not anticipated at this point that rangers will have many ranks in this skill as it has a high training cost in the mangler.
616 - This spell is working as intended (as per GM Warden and the collected stats). When we questioned this, we asked that either the cap be removed or perhaps other effects for those dodging it. Some suggestions were stance change, forced RT or even knocking prone. GM Solli will bring this up and see what he can do for us in regards to this.
614 - This will be re-evaluated. It will likely be related to Lore skills and/or harness power as well as ranger ranks.
609 - This spell's strength will be re-evaluated once the new stealth system comes out and there's a possibility of making it so that there is a ranger ranks vs. stalking and hiding training check to pull someone out of hiding. That's not to say that a 9th level ranger won't get extremely lucky and pull a high trained rogue out of hiding, but it might not be automatic anymore.
608 - There are NO plans to change 608 at this time. (and there was much rejoicing)
607 - The duration of this spell was touched on and I think we managed to convince GM Solli that 2 minutes was not enough (especially with the potential changes to combat making battles last longer) It was suggested that it be changed to be either two minutes or some time per rank based duration instead of a flat rate (being whichever is longer). This is just a maybe at this point.
All spells - The duration of all spells was brought up and it's hoped that they can make the durations a bit more compatible. That meaning that it might take four casts of one to equal the duration of another spell, but that they will both fall at the same time (instead of the haphazard way they fall now)
The justice system is also going to be relooked at with regards to some of our player friendly spells (ie. vines)
New spell info:
635 - Resist Nature (being coded by Cyr)
Firstly, this spell will be able to be cast at brig and lower AsGs. Also note, that the higher the AsG, the harder it will be for a successful cast of this armor. It WILL work on enchanted armors, but again, it will be harder for the initial casting of this spell. This spell (currently) will NOT work on padded or scripted armors, but that might be added later. There is no tie in with enchanting in that a 10x set of leathers could still be 635'd, providing the ranger can get a successful cast. Meaning, it won't count towards the max of 10x on armor.
It's meant for this to be a service to provide for rangers and their friends and not solely for the use of the ranger alone.
When you cast it (more on this in a few seconds) you will pick only ONE thing it will protect against. Weeds/thorns, fire, ice, lightning and so on, but it will only allow for ONE of these at any given time on your armor. Attempting to cast this on armor that has it and we were told "That would be BAD."
The first step in the casting process will be to check the armor. We will (they think) be allowed to ASSESS the armor to see if it currently has any nature resist on it or padding or scripting. It might also be that Bards can loresing to find this out to some extent as well as the AI crystal (perhaps, not sure yet). However, I think our ASSESSING will be superior and provide more info. Once the armor has been ASSESSed and determined that it can be worked on, you will cast at the armor. This will prepare the item. Once you have it prepared, you will bring it to an NPC and get instructions for a potion. Currently, the NPC will be the way to get the potion made. We will have to forage for the herbs and other ingredients for the potions and bring them back to the NPC to make the potion. As for finding the herbs, either the NPC will hint at where they are to be found or we can figure it out from the flora/fauna guide. These will not be current herbs in the game as far as is known now. Once you have the potion made (and it may take more then one potion for each armor, especially as the ASG gets higher) you will pour it on the items (or pour multiple times) and finally cast again to seal the enchantment. Casting to seal on the armor before you have put all the necessary potions will again be BAD.
Throughout all of this, there will be NO THREAT TO THE ITEM. It will only be the caster that will face the risk.
Once this is finished, it will provide crit padding ranks on the armor on what you chose to put in it. A Ranger will be able to ASSESS the armor to tell how resistent and the intensity of the success. A few things will affect the intensity and success on the casting. This is the one part that I didn't fully understand, but here's what I have written down and hopefully, someone else will be able to fill in the gaps. AU, DI and WI bonuses will affect it. Ranger ranks will affect the duribility. Your lore skills and spirit blessing will effect how many crit ranks it has. Mana controlls also plays a part in how strong it is as well.
This will work like a pool of defense almost (bear with me, it's a rough analogy). If you successfully N-resist (my own term mind you) against cold and live in Pinefar and use it daily, the N-resist will not last as long as someone who only makes use of it once a week. Meaning, it's not really charge based, but the more it's used, the faster it fades. Yes, this WILL wear off after a while and will have to be done again to armor. The exacts on this are unknown yet, so I'm not sure asking will yield much.
Lastly about this spell, there will have to be some way to dispell it so that we can either build it back and make it stronger or put a different protection in it.
Wow, that was a bit....moving on.
640 - Wall of Thorns (being coded by Dimigor and someone there called it thorn cloak and I really like that name BTW)
First and foremost, this will not be a flat +100 DS like Walls are. However, after listening, I do think it will be a viable alternative to climbing the spirit circle. This is how it'll work.
This spell WILL add DS. It will be a flat +1 DS per ranger rank. That being said, everyone will start at +40 ds. Apart from that, this spell will also have a percentage chance (that GM Solli wouldn't share with us) at straight out blocking melee, missile and bolt attacks.
This spell WILL follow you from room to room. That's a big point, so i'll repeat it. This spell WILL follow you from room to room. If one wishes to bring this indoors with them, they'll need Natures Touch up and running.
As for the casting of this spell, the initial casting of this spell will be important. Casting outdoors in nature will give you a better duration and durability on this.
This spell also will take damage. Blocking an attack will lower it's durability. Also, this spell will be either stackable or refreshable.
One thing that most there found interesting is that this spell might tie in to the CM skills (posted yesterday) as well as demeanor (if possible) That would make it that people hugging you and what not while you have this spell running might get hurt from that action. Or your demeanor might be enough to allow the thorns to part for that contact. In regards to this with the CM skills, when players (and critters that get them) use things like Crowd-press and bear hug, they too might take damage. That being said, it is likely that this spell will be dismissable.
I think that's about all on this spell. We touched on a few other CM skills (the ones Solli was interested in bringing to our attention hint hint) He pointed out Garrote, shadow mastery and mfire.
That all being said, I want to thank GM Solli for talking to us and all the other rangers there that had such great questions and ideas. If anyone has any questions or anyone wants to clarify (or needs clarification) on anything I've written, please don't hesitate to post and I'll respond as soon as I can.
Thanks
Dave....Heuward...(whatever)
Just so you know, we jumped around a bit, so that might make my notes a bit jumpy too, but the info should be there. Also note, that while these are the initial plans or hopeful plans, these are all subject to change (as is everything). Solli mentioned that both he and Cyr would try to post soon, so we can hope for them as well.
Sorry if I missed your name there, but without further delay...
Ranger notes from the profession meeting.
--------------------------------------------------------------------------------
[Sheraton Chalet by the Lake, Interlaken room]
The cheesy hotel carpeting is littered with empty soda cans and bottles of water. Numerous chairs are spread about the room in a roughly circular pattern as well as a few set new the door here. Set back in the corner of the room, a single table holds pitchers of water and several polystyrene cups for drinking.
Also here: Me (Heuward) who is sitting, Dimarie who is sitting who is sitting, Tjarn who is sitting, Navlys who is sitting, Weedy who is sitting, Chimega who is sitting, Syleanne who is sitting, Allanor who is sitting, Kittoa who is sitting, Taliria who is sitting, Barachado who is sitting, Taru who is sitting, Landrion who is sitting, Cappernicus who is sitting, Andemon (Plat) who is sitting, Zanti (Plat) who is sitting GM Solli who is sitting (and a mess of other people that never told me their names).
Changes to current spells:
630 - they're hoping to implement a way to measure affinity. Affinity IS staying and will not be done away with. Once this method of measuring affinity is there, we, as players, can test and determine better what effects the affinity system and we will not be told what that it.
Further, RP verbs are coming as well as bug investigation and fixes. Hopefully shortly after phase one of GS4 as a time frame.
We also spent a bit of time debating them coming indoors and GM Solli will bring this up to the semi team again.
After the meeting, I asked about companion altering and GM Solli said he'd bring it up and address it with the semi team as well.
625 - It's planned that the duration to this will be increased. It is meant to be a short duration spell, but they will hopefully raise that duration a bit.
617 - In regards to this spell and the guild, it's on Solli's plate to get to fixing this in regards to the guild, but as with other things, it is not the highest priority for him at this moment.
Also, combat leadership was brought up as we can't lead with this spell running. It's not anticipated at this point that rangers will have many ranks in this skill as it has a high training cost in the mangler.
616 - This spell is working as intended (as per GM Warden and the collected stats). When we questioned this, we asked that either the cap be removed or perhaps other effects for those dodging it. Some suggestions were stance change, forced RT or even knocking prone. GM Solli will bring this up and see what he can do for us in regards to this.
614 - This will be re-evaluated. It will likely be related to Lore skills and/or harness power as well as ranger ranks.
609 - This spell's strength will be re-evaluated once the new stealth system comes out and there's a possibility of making it so that there is a ranger ranks vs. stalking and hiding training check to pull someone out of hiding. That's not to say that a 9th level ranger won't get extremely lucky and pull a high trained rogue out of hiding, but it might not be automatic anymore.
608 - There are NO plans to change 608 at this time. (and there was much rejoicing)
607 - The duration of this spell was touched on and I think we managed to convince GM Solli that 2 minutes was not enough (especially with the potential changes to combat making battles last longer) It was suggested that it be changed to be either two minutes or some time per rank based duration instead of a flat rate (being whichever is longer). This is just a maybe at this point.
All spells - The duration of all spells was brought up and it's hoped that they can make the durations a bit more compatible. That meaning that it might take four casts of one to equal the duration of another spell, but that they will both fall at the same time (instead of the haphazard way they fall now)
The justice system is also going to be relooked at with regards to some of our player friendly spells (ie. vines)
New spell info:
635 - Resist Nature (being coded by Cyr)
Firstly, this spell will be able to be cast at brig and lower AsGs. Also note, that the higher the AsG, the harder it will be for a successful cast of this armor. It WILL work on enchanted armors, but again, it will be harder for the initial casting of this spell. This spell (currently) will NOT work on padded or scripted armors, but that might be added later. There is no tie in with enchanting in that a 10x set of leathers could still be 635'd, providing the ranger can get a successful cast. Meaning, it won't count towards the max of 10x on armor.
It's meant for this to be a service to provide for rangers and their friends and not solely for the use of the ranger alone.
When you cast it (more on this in a few seconds) you will pick only ONE thing it will protect against. Weeds/thorns, fire, ice, lightning and so on, but it will only allow for ONE of these at any given time on your armor. Attempting to cast this on armor that has it and we were told "That would be BAD."
The first step in the casting process will be to check the armor. We will (they think) be allowed to ASSESS the armor to see if it currently has any nature resist on it or padding or scripting. It might also be that Bards can loresing to find this out to some extent as well as the AI crystal (perhaps, not sure yet). However, I think our ASSESSING will be superior and provide more info. Once the armor has been ASSESSed and determined that it can be worked on, you will cast at the armor. This will prepare the item. Once you have it prepared, you will bring it to an NPC and get instructions for a potion. Currently, the NPC will be the way to get the potion made. We will have to forage for the herbs and other ingredients for the potions and bring them back to the NPC to make the potion. As for finding the herbs, either the NPC will hint at where they are to be found or we can figure it out from the flora/fauna guide. These will not be current herbs in the game as far as is known now. Once you have the potion made (and it may take more then one potion for each armor, especially as the ASG gets higher) you will pour it on the items (or pour multiple times) and finally cast again to seal the enchantment. Casting to seal on the armor before you have put all the necessary potions will again be BAD.
Throughout all of this, there will be NO THREAT TO THE ITEM. It will only be the caster that will face the risk.
Once this is finished, it will provide crit padding ranks on the armor on what you chose to put in it. A Ranger will be able to ASSESS the armor to tell how resistent and the intensity of the success. A few things will affect the intensity and success on the casting. This is the one part that I didn't fully understand, but here's what I have written down and hopefully, someone else will be able to fill in the gaps. AU, DI and WI bonuses will affect it. Ranger ranks will affect the duribility. Your lore skills and spirit blessing will effect how many crit ranks it has. Mana controlls also plays a part in how strong it is as well.
This will work like a pool of defense almost (bear with me, it's a rough analogy). If you successfully N-resist (my own term mind you) against cold and live in Pinefar and use it daily, the N-resist will not last as long as someone who only makes use of it once a week. Meaning, it's not really charge based, but the more it's used, the faster it fades. Yes, this WILL wear off after a while and will have to be done again to armor. The exacts on this are unknown yet, so I'm not sure asking will yield much.
Lastly about this spell, there will have to be some way to dispell it so that we can either build it back and make it stronger or put a different protection in it.
Wow, that was a bit....moving on.
640 - Wall of Thorns (being coded by Dimigor and someone there called it thorn cloak and I really like that name BTW)
First and foremost, this will not be a flat +100 DS like Walls are. However, after listening, I do think it will be a viable alternative to climbing the spirit circle. This is how it'll work.
This spell WILL add DS. It will be a flat +1 DS per ranger rank. That being said, everyone will start at +40 ds. Apart from that, this spell will also have a percentage chance (that GM Solli wouldn't share with us) at straight out blocking melee, missile and bolt attacks.
This spell WILL follow you from room to room. That's a big point, so i'll repeat it. This spell WILL follow you from room to room. If one wishes to bring this indoors with them, they'll need Natures Touch up and running.
As for the casting of this spell, the initial casting of this spell will be important. Casting outdoors in nature will give you a better duration and durability on this.
This spell also will take damage. Blocking an attack will lower it's durability. Also, this spell will be either stackable or refreshable.
One thing that most there found interesting is that this spell might tie in to the CM skills (posted yesterday) as well as demeanor (if possible) That would make it that people hugging you and what not while you have this spell running might get hurt from that action. Or your demeanor might be enough to allow the thorns to part for that contact. In regards to this with the CM skills, when players (and critters that get them) use things like Crowd-press and bear hug, they too might take damage. That being said, it is likely that this spell will be dismissable.
I think that's about all on this spell. We touched on a few other CM skills (the ones Solli was interested in bringing to our attention hint hint) He pointed out Garrote, shadow mastery and mfire.
That all being said, I want to thank GM Solli for talking to us and all the other rangers there that had such great questions and ideas. If anyone has any questions or anyone wants to clarify (or needs clarification) on anything I've written, please don't hesitate to post and I'll respond as soon as I can.
Thanks
Dave....Heuward...(whatever)