lone wolf pup Posted September 22, 2011 Report Posted September 22, 2011 (edited) [color=#CCCCCC]Ann. 2022 - [2011-09-23 02:40:39 - Stage 11][/color] [b]Fierce Needle of Feebleness - New legislator item[/b] "A legislator item is an item that that uses the 'fight causes' to apply a very strong effect on a target player. The Fierce Needle of Feebleness will dramatically weaken a target, lowering all its stats by percentages based on the total number of cause fights fought against him. The effect can be much stronger than with any previous curse spell or punishment. A limited number of such tools were placed as shared items in MB. The effect type and power of legislator items will vary for later items and will even allow permanent stats damage to a target if enough people join a cause. Use the forum to discuss this item and its future implications on the gameplay." Discuss your opinions of how it will effect future game play. My own opinion, it will help the community punish those who they see 'misbehaving' or be used for silly game abuses! How fun, time to prod a few lovely ladies with it.. Edited September 23, 2011 by lone wolf pup Watcher and Muratus del Mur 1 1 Quote
Kyphis the Bard Posted September 23, 2011 Report Posted September 23, 2011 I think it will largely depend on how it interacts with the causes people fight for. For example, right now the text of that newspost suggests that it will have its effect regardless of whether people are fighting for the same cause against that person (ie three people fighting "4 teh lulz" and seven "To smite Evil" would give a total of 10 cause fighters). There is also the question of how long the cause fights count lasts. Quote
nadrolski Posted September 23, 2011 Report Posted September 23, 2011 will there be any chance that the fight cause counts be reduced? are the needle holders obliged to use their tools? what if there is a "top/high scoring" fight cause and needs to apply an effect to the person, and the tool holder decided not to use the tool against that target person, is there an action for the tool holder? Quote
lone wolf pup Posted September 23, 2011 Author Report Posted September 23, 2011 There is a set cause you need to use for it to count @Kyphis You can use it or not use it however you want. Also, it require more than one person, so depending on who all are participating, you can partially choose who to effect it with. @nadrolski Sasha Lilias, Kyphis the Bard and Muratus del Mur 2 1 Quote
Root Admin Muratus del Mur Posted September 23, 2011 Root Admin Report Posted September 23, 2011 Lone wolf (my new item testing guinee pig) will pretty much be able to answer all your questions regarding new items. If anything uncertain he will ask me or i will answer directly. Quote
Kyphis the Bard Posted September 23, 2011 Report Posted September 23, 2011 Nifty Still, how long does the effect of a cause fight last for? I assume until the trigger is out of the Trigger Box? Quote
nadrolski Posted September 23, 2011 Report Posted September 23, 2011 can anyone add a count for a cause, regardless if they do or do not possess a needle? are the cause names with their corresponding counts (counters) viewable by the public? if yes, where? or are they just temporary effects like what boss Kyphis said? for example, we have a fight cause named [i]killeno[/i], with 10 counts. needle A was used, will it consume the 10 counts and reset the counter to zero? i am thinking what if needle B, needle C, so on and so forth, are to use the same fight cause following needle A and is it possible we gather/farm fight cause counts for days/weeks then use the tool until the people fighting for that cause are satisfied with the counts (assuming counters are permanent until consumed with the use of the needle)? Quote
lone wolf pup Posted September 23, 2011 Author Report Posted September 23, 2011 (edited) Cause fight lasting is based on item. This one is 12000 seconds. Anyone can add a count towards a cause, and when there is enough count, the person with the needle uses it to activate the effect. You can view how many causes in the trigger box with their names. "for example, we have a fight cause named [i]killeno[/i], with 10 counts. needle A was used, will it consume the 10 counts and reset the counter to zero? i am thinking what if needle B, needle C, so on and so forth, are to use the same fight cause following needle A" The fight causes stay after you use a needle, and hasn't been tested if you can use more than one needle for the same cause yet. Could try to find out. "and is it possible we gather/farm fight cause counts for days/weeks then use the tool until the people fighting for that cause are satisfied with the counts (assuming counters are permanent until consumed with the use of the needle)?" Counters only lasts around 10-20 minutes, not fully sure how long, and only a limited amount of uses with the needle (which I assume can be re-picked back up once fully consumed) Sorry if that's not what you're asking, was kind of unsure. Edited September 23, 2011 by lone wolf pup Quote
lone wolf pup Posted September 23, 2011 Author Report Posted September 23, 2011 (edited) Action code: fightcause#Fightfor=weakening;Effect_won=percweaken;Effect_lost=percweaken;Power_won=11;Power_lost=5; Minpeople=3;Maxpeople=25;Duration=12000;Amplif=1.2; Max Uses: 10 Recharge rate: ~500sec When consumed: returntogroup Transferable: No Group:Marindbell_pow This is what appears when you grab the tool and sums up much about it. (Not sure if it's a spoiler to post it and should be removed if needed) Edited September 23, 2011 by lone wolf pup Quote
xrieg Posted September 23, 2011 Report Posted September 23, 2011 (edited) Hmmm so there are two counters - people fighting and number of fights won/ lost while fighting for the cause? What phrases can be used for what effect for effect activation in fight cause box (I guess remove skilldamage. kill, scratch behind ears, damage stats etc show difefrent intention even if for the same person)? Edited September 23, 2011 by xrieg Quote
lone wolf pup Posted September 23, 2011 Author Report Posted September 23, 2011 People fighting and whether they won or lost against the person. If more people won then lose, it is done by 11% per person, or not. I'm not 100% sure what the last few changes he made were. The phrase is set as Fightfor= and yeah I suppose it is used to show different intention on same person. I will go ask about the win/loss thing. Quote
Burns Posted September 23, 2011 Report Posted September 23, 2011 The item says it, you fight for 'weakening' if you want the fight to be counted for the ability to use the needle. I'm also curious what the Amplifier does. Is there a stat for needle using, or does its power increase when more people fight (up to the max of 25)? Or something else? Quote
Pothos Posted September 23, 2011 Report Posted September 23, 2011 You know, that sounds alot like a Kzin Item called the 'Hot needle of Inquiry' Quote
nadrolski Posted September 24, 2011 Report Posted September 24, 2011 fighting for a cause consumes Heat, if it can also have a counter for heat collected, then use that amount as multiplier for the needle's weakening effect when used.. Quote
Rumi Posted September 24, 2011 Report Posted September 24, 2011 With this device, a group of people could put a containment shell on Eon for a 3 hour period? Quote
lone wolf pup Posted September 24, 2011 Author Report Posted September 24, 2011 With enough people, sure. Quote
Root Admin Muratus del Mur Posted September 24, 2011 Root Admin Report Posted September 24, 2011 The nice thing about legislator items is that they have an effect also for lost cause fights not only for won fights. The lost fights will usualy weaken the target so that more won fights can be counted after. the needle is an exception actually because it has both effects as weakening. The won fights effect will usualy be a lot more serious for future items. Won and lost cause fights effects will work together. For example if people can't win against someone they could move lock him, but if they win they could push him along the future heat veins..and so on. Causes can be triggered by anyone with any fight. It is a group effort meant to show intention. It is a very communist item in a way Quote
Mallos Posted January 23, 2012 Report Posted January 23, 2012 How about adding another use to the needle. People could fight to 'disable' (or a similar word) the person, causing them to not be able to use any inventory items. This could help to deal with issues like Eon and others depleting resources in locations, and would pretty much complete all the ways you can really disable a player. Eon and Chengmingz 1 1 Quote
Brulant Posted January 24, 2012 Report Posted January 24, 2012 [quote name='Falronn' timestamp='1327361950' post='102054'] How about adding another use to the needle. People could fight to 'disable' (or a similar word) the person, causing them to not be able to use any inventory items. This could help to deal with issues like Eon and others depleting resources in locations, and would pretty much complete all the ways you can really disable a player. [/quote] I'm liking the idea, but would rather see it as another unique legislator item instead of adding another use onto the needle. 1) It gives "police forces" another item for somebody to "be in charge" of. (rounding out the force, so to speak) 2) It makes people choose what they really want. 3) If it were a good idea to have all of the legislation effects on one item, we'd just have something like "The Legislator" that was completely controlled by fight actions and did all of the things, I think. 4) You can never go wrong with more shared items! Quote
Mallos Posted January 24, 2012 Report Posted January 24, 2012 I thought of having it on the needle (besides for simplicity) because then it would have weakening and disabling causes, and the land cleansers would have movelocking and the ability to move players, basically paring the two items could work great. But I do think having the effect on another item is a good thing as well. Chengmingz and Brulant 1 1 Quote
Kyphis the Bard Posted January 24, 2012 Report Posted January 24, 2012 You would also need to add in a few limitations, because it would be a heavily unfair item if it could also prevent the use of legislator items. The simplest way would be to limit it to non-legislator items, and make items like the Mouth Sewing Kit and the functional Kingship items (like the citizenship granting ones) be made legislator type items. Quote
Brulant Posted January 24, 2012 Report Posted January 24, 2012 (edited) [quote name='Falronn' timestamp='1327373052' post='102071'] I thought of having it on the needle (besides for simplicity) because then it would have weakening and disabling causes, and the land cleansers would have movelocking and the ability to move players, basically paring the two items could work great. But I do think having the effect on another item is a good thing as well. [/quote] The reason that the land cleanser has two effects is so that something always happens whether your win or you lose. So long as you have a group large enough to use it, you can legislate people. The needle already applies its effect regardless of whether you win or lose, all that changes is the power. Adding another affect to the needle would be… overly supercharging it, I think. Not to mention that "Fierce Needle of Feebleness" doesn't exactly call into mind the idea of being unable to use your items. Handcuffs? Straight-jacket? Repo Men? Tax Collectors? (which makes me wonder if we could have a shared legislator item that repossesses, sends back to the item dispatch, one of someone else's shared items. To me, that's one of the logical steps of having a large operating "police" force. It would need a ton of people helping to work, though.) Edited January 24, 2012 by Brulant Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.