Re: MG and Seer's on 01/23/2013 01:15 AM CST
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>the longer you hold the gate open the greater the strain will be on your attunement

Dislike!

-Artificer Nilassa

You notice Kssarh trying to remain hidden while speaking.
You hear the voice of Kssarh say, "Slackers."
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Re: MG and Seer's on 01/23/2013 01:56 AM CST
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>>Dislike!

To be fair, it was pretty stupid that people were holding gates open for vast periods of time. Long-distance Moongates and the Ways thematically represent the pinnacle of lunar mana achievements, ripping a huge hole in the fabric of space and maintaining it is not something you should be able to do absent-mindedly while sipping tea and reading the Sunday paper.
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Re: MG and Seer's on 01/23/2013 02:03 AM CST
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I agree completely. Use SOV for the same training or heck even SM. Moongates should not be held open for infinite amounts of time.

~Tezirite Renzar Lorrani

"Power is merely a stepping stone to more power."
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Re: MG and Seer's on 01/23/2013 10:59 AM CST
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Did we break something in the last round of changes? I can hold a moongate at 10 mana for a while, but if I cast it on the green on ratha I would drop the gate in only about a minute or two. If I cast the gate 1 room away and walked into the crowded room, I could hold it for a long time again. If I opened the gate into that room from somewhere else I could hold it just fine. It only breaks if I open the gate IN the crowded room.
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Re: MG and Seer's on 01/24/2013 06:20 AM CST
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>Long-distance Moongates and the Ways thematically represent the pinnacle of lunar mana achievements, ripping a huge hole in the fabric of space and maintaining it is not something you should be able to do absent-mindedly while sipping tea and reading the Sunday paper.

IC-ly that's completely absurd. Perhaps it's the pinncale of Lunar Magic, but it's learnable at 25th. With enough skill and practice, you should be able to do it in your sleep.

OOC-ly I get why we can't have semi-permanent Moongates, but I think this was massively overcorrected.

I did a few tests where conditions were quite favorable for attempting to maintain a cyclic:

Shadowling
Raw Channeling
Deep Attunement
Efficient Channeling
Blinding (21/21) mana
A really (really) large amount of Attunement skill
Standing next to the Moongate to reduce attunement drain

In my opinion, the results were comically short:

28 mana MG (Crossing-M'Riss) = ~100 seconds until collapse
10 mana MG (M'Riss-M'Riss) = ~165 seconds until collapse
5 mana MG (Crossing-Crossing) = ~255 seconds until collapse

-Artificer Nilassa

You notice Kssarh trying to remain hidden while speaking.
You hear the voice of Kssarh say, "Slackers."
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Re: MG and Seer's on 01/24/2013 07:27 AM CST
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Looks about like the results I'd expect. Under what situation do you even need to hold a gate that long?

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: MG and Seer's on 01/24/2013 07:57 AM CST
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<<IC-ly that's completely absurd. Perhaps it's the pinncale of Lunar Magic, but it's learnable at 25th. With enough skill and practice, you should be able to do it in your sleep.

Easy to learn. A lifetime to master.

Nikpack
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Re: MG and Seer's on 01/24/2013 08:09 AM CST
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if anything I think that we should be able to work the teleport stun off rather than hold a gate open forever. Im with Raesh tho... why would you ever need it open for so long? So everyone in the room can rapid fire peer through for a few min? And itsnot the training since we can train with one of the other cyclics. Teleport is the one I feel should get worlds easier as you go.

~Tezirite Renzar Lorrani

"Power is merely a stepping stone to more power."
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Re: MG and Seer's on 01/24/2013 08:16 AM CST
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>>if anything I think that we should be able to work the teleport stun off rather than hold a gate open forever. Im with Raesh tho... why would you ever need it open for so long? So everyone in the room can rapid fire peer through for a few min? And itsnot the training since we can train with one of the other cyclics. Teleport is the one I feel should get worlds easier as you go.

Maybe I'm losing my mind - but didn't we do something like that in 2.0? Or at least train it to reduce it to something very tiny? Or am I thinking of when we removed the "Falling through your own moon gate like a doof" thing?

Either way, I'm entirely open to this. Again, I'll need to consult the powers that be, but it seems an entirely reasonable request.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: MG and Seer's on 01/24/2013 08:28 AM CST
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I think it was the you fell every time you walked through your own gate deal.. heh but you could follow someone and were fine. I know at 102nd I still get pretty heafty stuns from teleport which is why I just gate or use the ap. I would totally teleport more though if I didnt end up prone and stunned though... heh its not the most dignified entrance.

~Tezirite Renzar Lorrani

"Power is merely a stepping stone to more power."
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Re: MG and Seer's on 01/24/2013 08:29 AM CST
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Looking at the code it looks like you should be able to reduce the stun down to 2 seconds. I don't know if it's working or not, and it's certainly not working the way I would have coded it... but it's there.

Either way, I'll look into updating it to more modern mechanics and possibly being able to train it away entirely.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: MG and Seer's on 01/24/2013 08:43 AM CST
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+1 hero points for you Raesh.

~Tezirite Renzar Lorrani

"Power is merely a stepping stone to more power."
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Re: MG and Seer's on 01/24/2013 09:29 AM CST
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One reason to hold gates is to allow groups of people to come and go for a little while (such as during player events) and the moons don't cooperate. Usuaully someone like Aaoskar will be able to hold a gate for a while even with the moons down and allow people to go back to the mainland. Otherwise you wind up stranding people for a couple hours, and that makes them not want to go to these events. Really the act of leaving a moongate open isn't that big of a deal and helps people with mitigate the 'slow traveling' problems you still try to address. There is absolutely no reason to limit the moongates artificially... And really I didn't see them being abused when you could hold a gate that long.
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Re: MG and Seer's on 01/24/2013 10:03 AM CST
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>>Usuaully someone like Aaoskar will be able to hold a gate for a while even with the moons down and allow people to go back to the mainland.

Is this even something that should be technically possible? Or is the moonbeam part not needed lore-wise once you punch a hole in the universe?



The teeth lands a solid (5/23) hit that pokes the teeth into Turul's rear end (more embarrassing than painful!).
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Re: MG and Seer's on 01/24/2013 10:18 AM CST
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>>Is this even something that should be technically possible? Or is the moonbeam part not needed lore-wise once you punch a hole in the universe?

It's a grey area. If you base it on some of the MGs in game that are open 24/7... sure. If you consider the ramifications on game balance if we used those as a guideline for, well, anything you'd realize why that's a bad thing to base it on.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: MG and Seer's on 01/24/2013 10:25 AM CST
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hmm. i'll base it on the vault-dwarves that have moongates open any time. :-)

<<The real thing DR needs is to get out there to the kids who actually read books.>>
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Re: MG and Seer's on 01/24/2013 11:21 AM CST
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<<It's a grey area. If you base it on some of the MGs in game that are open 24/7... sure. If you consider the ramifications on game balance if we used those as a guideline for, well, anything you'd realize why that's a bad thing to base it on.>>

Can you explain the game balance ramifciations? Not trying to be smart or anything, people can travel, well people can travel with moonmages anyways.

If you wanted to limit gate time then limit them to moonbeams/moons. This seems like a poke in the eye to any moonmage who has significant magic. You can only hold your gate open as long as a 25th circle moonmage gating 2 rooms away because its just oocly bad seems to be teh reason.

Before 3.0 i could hold open a moongate for a hour if i wanted to. I just think this has went drastically away from everything proposed in the reason for doing magic this way in 3.0. All magic will be equal in consideration no matter the guild. Moongate is no more taxing than any other cyclic spell. If a mage has enough attument or doesn't want to cast other spells or cast any other spells to hold a gate open i don't see the problem in that in itself.




The Dragon priest hisses, "We'd have won, too, if it weren't for thossse meddling kidsss."
>
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Re: MG and Seer's on 01/24/2013 12:14 PM CST
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I'm pretty disappointed with the moongate change. I thought it was a lot of fun how Crossing sort of turned into this moongate hub with gates sitting open to places all over the world. Now I can't even hold a gate as long as I did in 2.0.
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Re: MG and Seer's on 01/24/2013 12:42 PM CST
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The moongate change in 3.0 was one of my favorite changes. I'm also pretty disappointed this got nerfed for some reason. Having gates scattered to everywhere was game enhancing, imo, not game breaking. I hope you reconsider this change.
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Re: MG and Seer's on 01/24/2013 12:52 PM CST
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Truthfully, we are able to a lot less with more steps and more mana expended. Cumbersome is the word I'd use.

And ... damage? I'm not happy with the lack of damage my targetted spells result in.. 3x as much mana for a 10th of the result? and I really dislike when fledgling gryphon level creatures dodge nearly master level target powered, fully prepped tkt/tks/any target spells. In my mind, that shouldn't happen ever, and I really dislike how nerfed my moonie is.. it's totally wrecked the RP of this character. We can't kill them fast enough to keep the 4th off us so that creatures I stopped hunting because they didn't teach anymore, are putting a smackdown on her.. yeah.. I just really dislike it.

Further to that, this seems a little crazy for me, that as a primary magic guild member, I won't ever have to work magic for about 20 circles, but I'm having to work lores and survival like a trader.. and the one thing I used to work appraisal, clarify gem, is gone. And appraising creatures in combat doesn't teach like it used to either.

Really trying hard to like things, but between the cumbersome nature of how things work now.. more mana, more steps. less output... just not seeing how this is logical or benefitial.
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Re: MG and Seer's on 01/24/2013 03:05 PM CST
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>In my opinion, the results were comically short:
>28 mana MG (Crossing-M'Riss) = ~100 seconds until collapse
>10 mana MG (M'Riss-M'Riss) = ~165 seconds until collapse
>5 mana MG (Crossing-Crossing) = ~255 seconds until collapse
>-Artificer Nilassa

I had wildly different results than yours... Not sure what your skills are in relation to mine (though yours must be quite a bit more as I can't even cast MG higher than 24 mana), but I made a gate from Crossing to Riverhaven, I didn't bother using a shadowling, I have the same feats as you listed, mana from fulgent to radient (no clue what levels those are), and I didn't bother staying in the same room as the moongate.

Currently my moongate (7 mana cast from Crossing to Riverhaven) has been up for 2 hours 15 minutes and is still going strong. I'm still regenerating mana to 100%, and never really dropping below 98% or so attunement.
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Re: MG and Seer's on 01/24/2013 04:33 PM CST
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Yeah, if you walk away from the moongate it still works like it did. Walk back to it and your attunement will instantly go to 0.
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Re: MG and Seer's on 01/24/2013 05:17 PM CST
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>> The moongate change in 3.0 was one of my favorite changes. I'm also pretty disappointed this got nerfed for some reason. Having gates scattered to everywhere was game enhancing, imo, not game breaking. I hope you reconsider this change.


Pretty much this. It should be a feature as it enhances the spell and game as a whole.
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Re: MG and Seer's on 01/24/2013 08:24 PM CST
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Poster Victrix-A couple things that might help your damage output:

Consider your mental stats. These play a role in to-hit and TM damage now.

Consider fully targeting your spells if you aren't already, this adds to damage considerably (and also to-hit obviously).

Consider the ammo you are using for TKT and TKS. I use a capped basilisk arrow and it works very well with TKS compared to many other things I've tried.

With all that said, I agree that damage from TM seems underwhelming, but I think that's the case for all attacks in 3.0. It's the nature of the beast. The flip side, the good side, is that your character can also take quite the beating now. It will be much, much more rare for you to come across a critter or character that can kill you in one shot.

All in all, I really like the new system. I would also suggest waiting until some of our best spells come back too. SLS and IOTS are, without a doubt in my mind, two of our best and most important spells. SLS because it is (or was, not sure what changes are happening) an outstanding TM damage spell that works great with our disablers, despite the nighttime drawback. IOTS because it's our only stat booster and an extra pile of points in mentals (see above) should help damage performance.
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Re: MG and Seer's on 01/24/2013 09:29 PM CST
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>>IC-ly that's completely absurd.

Your opinion of your character's prowess, not IC fact or based on in-game lore in any sense.

>>Perhaps it's the pinncale of Lunar Magic, but it's learnable at 25th. With enough skill and practice, you should be able to do it in your sleep.

You know it scales to much than that, maybe even 1000+ now. From a game design standpoint it's dumb (IMO) that people could open a gate then go hunting for an hour. I feel it cheapens the awesomeness of your signature ability if people can just take it for granted.

Even if you're circle 175, you're not ICly some sort of lunar magic paragon like Taramaine or Tiv or Sorrow.
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Re: MG and Seer's on 01/24/2013 09:35 PM CST
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I'm disappointed as well. It's not that I needed to hold open moongates for extended periods of time, even for training purposes, but I just liked how the game community seemed to be enhanced, as if it had evolved, and all the moon mages were banding together to make travel easier for everyone.
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Re: MG and Seer's on 01/25/2013 12:12 AM CST
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It's nice to be able to hold a gate open for short to medium periods of time so traffic can run back and forth. (and for people to figure out how to go moongate) Being able to hop through persistent gates we have right now is convenient.

On the other hand, if its easy to hold open gates all day long to every major city why not just have permanent moongates set up? Kind of kills the signature ability and the point of having a spell to cast. Also geographic distance between provinces allows for more distinctly different communities to develop. If walking from Shard to Ratha to Crossing to Theren is as easy as going from the bank to the general store you might as well just have 1 province.
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Re: MG and Seer's on 01/25/2013 12:41 AM CST
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>Yeah, if you walk away from the moongate it still works like it did. Walk back to it and your attunement will instantly go to 0.

I'll fix that in the morning.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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Re: MG and Seer's on 01/25/2013 04:35 AM CST
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... and fixed.

-Raesh

"Ever notice that B.A.'s flavor text swells in direct proportion to how much one of our characters is getting screwed?" - Brian Van Hoose
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