 I don't get it...,
Zulghinlour,
19-Nov-07 08:56 PM, #1
 RE: I don't get it...,
DaeDroug,
20-Nov-07 12:31 PM, #2
  Okay...I still don't get it...,
Zulghinlour,
20-Nov-07 12:32 PM, #4
 RE: I don't get it...,
Chalupah,
20-Nov-07 12:31 PM, #3
  RE: I don't get it...,
DaeDroug,
20-Nov-07 07:36 PM, #6
 RE: I don't get it...,
Zulghinlour,
20-Nov-07 07:38 PM, #7
 I think he makes it sound funny but I could see this wo...,
laxman,
20-Nov-07 07:55 PM, #8
  That idea actually is cool...,
Lightmage,
20-Nov-07 09:26 PM, #9
 RE: Graveyard terraforming,
Qaledus ,
26-Nov-07 07:23 PM, #12
 RE: I don't get it...,
DaeDroug,
20-Nov-07 09:26 PM, #10
 RE: I don't get it...,
Zulghinlour,
20-Nov-07 09:33 PM, #11
 A variant idea.,
GinGa,
20-Nov-07 07:55 PM, #5
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Zulghinlour | Mon 19-Nov-07 08:56 PM |
Member since 04th Mar 2003
9792 posts
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#423, "I don't get it..."
In response to Reply #0
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>It might be a bigger undertaking then this but it would be an >interesting addition IMO. It would be cool if Necro's had the >ability to start their own graveyard as their need for bodies >increased, they could possibly be permanent and only be >noticed by other necros or could have them only show up when >the character was logged on, in either case it would give them >a place to practice their arts without being stumbled upon as >much.
What do you mean by "start their own graveyards"? This feels like a locker/chest/house concept where you get to store stuff for later. That's never been on the list of changes we want to make.
So long, and thanks for all the fish!
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Zulghinlour | Tue 20-Nov-07 12:32 PM |
Member since 04th Mar 2003
9792 posts
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#425, "Okay...I still don't get it..."
In response to Reply #2
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>No not store anything just bodies and only bodies barring >that it would be nice if necros embalm just made things last >longer.
You want a special room where you can stack bodies? So long, and thanks for all the fish!
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Zulghinlour | Tue 20-Nov-07 07:38 PM |
Member since 04th Mar 2003
9792 posts
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#428, "RE: I don't get it..."
In response to Reply #6
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>one of the restrictions i mentioned is that it would have to >be in the wild. > >As for zulg: >As i was thinking of it I was thinking of it at first as a >kind of sanctuary for each seperate necromancer, one that they >can run to take refuge with out his pursuer thinking oh I bet >he's headed to the graveyard. And then if they are found they >can use all of the graveyard only spells that I hardly ever >find a use for. Then however i thought about my biggest >problem with necro's and that is how i have to scramble to >build guards whenever i log in lest i get caught by a pker >unprotected. Thus i started to think of this as a way to fix >that.
So what I'm reading is, you want to be able to use graveyard specific spells anywhere, and have a place to store lots of corpses for an excessively long time, so you can log in and have something to animate. I don't see this happening. So long, and thanks for all the fish!
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laxman | Tue 20-Nov-07 07:50 PM |
Member since 18th Aug 2003
1867 posts
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#429, "I think he makes it sound funny but I could see this wo..."
In response to Reply #7
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Not a permanent area but being able to cast a spell that consumes a zombie or two into the ground seeping necromantic energy into it which makes a room graveyard like for a time.
This could open a wider range of tactics for necromancers but eh they are still fine without it.
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Lightmage | Tue 20-Nov-07 08:40 PM |
Member since 04th Mar 2003
319 posts
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#430, "That idea actually is cool..."
In response to Reply #8
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Necromancer can have his hard earned zombies absorbed into the ground to corrupt it into a 'graveyard'. They could then use that piece of ground to make a putrid wall, etc. I can see that idea adding something to the game. The rest of the ideas were just weird. Hope is the worst of evils, for it prolongs the torment of man.
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Qaledus | Wed 21-Nov-07 11:22 AM |
Member since 09th May 2004
458 posts
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#431, "RE: Graveyard terraforming"
In response to Reply #9
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>Necromancer can have his hard earned zombies absorbed into >the ground to corrupt it into a 'graveyard'. They could then >use that piece of ground to make a putrid wall, etc.
This was the direction I was thinking. The necro does something (sacrificing zombies, embalmed PC corpse bits, whatever the hurdle) and that room (which itself has to have starting characteristics like not being too civilized/city/road/trail) becomes a graveyard (for either a set period of time or until a crash).
Anyone can walk into it, just like any other graveyard. I'm not all that interested in keeping embalmed things longer just by dropping them in a graveyard.
Maybe it's a Gravedigger edge instead of something every necro gets, for people who really really like graveyard-related spells.
It's essentially a limited terra-forming ability, like burning a forest to ash with fireball.
Caveat: I'm not familiar with graveyard-related spells myself so this may not be worth the work PK-wise, but it has a nice necro-y feel to it.
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Zulghinlour | Tue 20-Nov-07 09:33 PM |
Member since 04th Mar 2003
9792 posts
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#433, "RE: I don't get it..."
In response to Reply #10
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>no, either i'm misrepresenting this or your misunderstanding >i'm not sure which bute... This would be a >one-time-never-able-to-do-it-again spell so no you couldn't >use the graveyard specific spells everywhere just in already >established graveyards and your own.
Right you pick a room, and it's now your graveyard.
>as well there would obviously be a limit to how long you can >store a corpse and how many you can store but i was leaving >that up to you guys to figure out.
And you get to stick corpses in it that last much longer than an embalm ever would.
How is this not like a locker/chest/house? So long, and thanks for all the fish!
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GinGa | Tue 20-Nov-07 12:38 PM |
Member since 04th Mar 2003
996 posts
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#434, "A variant idea."
In response to Reply #1
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An ability for mummy/liches to 'darken' an area using negative energies and a number of embalmed body parts. The idea being the more body parts they hold, the more likely their dark magic will temporarily make an area into one they can use graveyard-only abilities within. It would work similarly to plant growth, or the Scion taint, in that it fades with time. It would also work only upon softer grounds (not cities, cabals, water, etc) and have a nasty timer on it. The outlander restoration power would remove it, as would 'sanctify room'.
Here's my example:
look A dry riverbed
<Exits: East West>
The corpse of YourFoe is here, blood leaking from a broken eye socket.
You are carrying: (2) An embalmed arm An embalmed brain An embalmed hand
c 'Veil of the Crypt' Muttering an ancient curse, your surroundings appear to darken.
Chanting in a hoarse whisper, you hurl out embalmed body parts. *** There goes your inventory, each one adding to chances of success.
The corpse of YourFoe twitches to life, and burrows into the ground. *** Bonus points, much needed for a good chance of success.
Clenching your undead fist, you let out a banshee cry and strike the sand.
Opening up to the Negative Plane, you channel dark energies into the ground!
*pause*
The wail of ancient spirits curse you, as their bones rise to protrude from the tainted land. *** Success!
The pulsing energies fade, as the land slowly returns to normal. *** Failure dude. You suck.
*** Sometime later... The land appears to swallow the scattered bones, as the curse upon it fades.
Room description!
A dry riverbed
A veil of penumbral darkness hangs over some scattered remains. <Exits: East West>
Enjoy.
Yhorian
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