Deleted
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Post by Deleted on Dec 15, 2020 4:31:36 GMT
Can we please have all weapons that a player character can control that uses fire, nullified while underwater keeping consistent with other recent adjustments to fire?
All weapons including arrows, bolts, and bullets.
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Post by manuka on Dec 15, 2020 5:47:46 GMT
Sounds fair
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Post by manuka on Dec 15, 2020 5:48:14 GMT
Also can our armor rust when underwater and get destroyed
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Post by woqued on Dec 15, 2020 10:40:06 GMT
I wouldn't be too sad about these changes being applied only to any saltlords around with the salty tears flowing freely on their breastplating all the way down to their twisted panties causing immediate rusty slagging
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Post by chirality on Dec 15, 2020 13:13:47 GMT
these ideas sound good
i would add an exception for the ill effects of saltwater, however. the penalties should be applied universally to all players,
unless they alone invented a build that no one else ever thought of before or used, and was so op that it was nerfed except that it wasnt really that op except it was except it wasnt but anyway it only existed thanks to them and it was so op that everyone used it and got it nerfed but it really wasnt that op and wasnt good enough to get nerfed and is for high-skill players only but dont forget it was their build so thats why it should get unnerfed because it wasnt even as good as better builds that are easier for players without such high skill level to play
in this case, the player is immune to salty water rusting their gear,
this is as a reward for being a true hg legend, and they are allowed to have the following tag applied to any of their accounts, visible on webdash so all can see, in case anyone were to forget the accomplishments of the player
"Ssendam's Blessing"
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Post by Paradoom on Dec 15, 2020 14:08:55 GMT
Make more GI´s, they even invented the snorkel for waterbreathing. I´m sure they come up with something against those corosive effects.
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Post by manuka on Dec 15, 2020 14:15:13 GMT
All good ideas guys and fit nicely with some of the recent changes. I also think players would appreciate all their toons dieing because they don't eat food :/
Also i have recently found out, to my great dismay that magic isn't real and all spells should be removed from hg
Burning trees in azz and rona is unethical and contributes to global warming. It needs to be removed asap
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Post by Deleted on Dec 15, 2020 14:46:36 GMT
All tears aside I’d like my suggestion to be considered. If shifters can’t blast fire underwater, casters can’t cast fire spells, then how a flaming sword stays casted or flaming arrow stays lit shouldn’t be a thing either.
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Post by manuka on Dec 15, 2020 14:48:12 GMT
Amen brother! EQUALITY FOR HG!
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Post by Acaos on Dec 15, 2020 15:45:08 GMT
The rules we have traditionally used are these:
- Fire spells/abilities do not work underwater - Heat spells/abilities do work underwater (see Heat Body) - Detonate works underwater (it's SL9 and no one loves it, give it a break) - Fire damage on weapons continues to work underwater (but fire buffs cannot be cast) (the weapons are presumed to be superheated) - Ranged characters keep a large stock of very fast fish that they attach to their arrows/bolts/bullets so they don't kind of just floop to the ocean floor a few feet away
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Post by sabregirl on Dec 15, 2020 15:58:28 GMT
Burning trees in azz and rona is unethical and contributes to global warming. It needs to be removed asap 1. The trees in azz are evil so it's okay 2. It is unethical in Rona, that's why you turn evil 3. Neither are on the prime material where global warming would affect players. I doubt the demons would mind if their world got hotter. Rona has enough wild nature on the planet to balance out some rampaging people from another world. 4. Real players don't burn the trees, it adds to the ambiance and challenge. -S
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Post by supaflytnt80 on Dec 15, 2020 16:08:14 GMT
these ideas sound good i would add an exception for the ill effects of saltwater, however. the penalties should be applied universally to all players, unless they alone invented a build that no one else ever thought of before or used, and was so op that it was nerfed except that it wasnt really that op except it was except it wasnt but anyway it only existed thanks to them and it was so op that everyone used it and got it nerfed but it really wasnt that op and wasnt good enough to get nerfed and is for high-skill players only but dont forget it was their build so thats why it should get unnerfed because it wasnt even as good as better builds that are easier for players without such high skill level to play in this case, the player is immune to salty water rusting their gear, this is as a reward for being a true hg legend, and they are allowed to have the following tag applied to any of their accounts, visible on webdash so all can see, in case anyone were to forget the accomplishments of the player "Ssendam's Blessing" I do believe this is the finest post I have ever read on these fine forums
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Post by FunkySwerve on Dec 15, 2020 19:16:31 GMT
In all seriousness, if I had the scripting chops/Acaos functionality then that I have now, we probably would've removed fire damage from weapons underwater - and may, eventually, once EE runs are in place and we're polishing things. The ranged damage, we might actually require a ring to permit use, eventually. First, I actually need to get azer firebreath ACTUALLY blocked, and fix the GI bombs that are supposed to be working, though. Funky
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Post by sabregirl on Dec 15, 2020 19:27:56 GMT
In all seriousness, if I had the scripting chops/Acaos functionality then that I have now, we probably would've removed fire damage from weapons underwater - and may, eventually, once EE runs are in place and we're polishing things. The ranged damage, we might actually require a ring to permit use, eventually. First, I actually need to get azer firebreath ACTUALLY blocked, and fix the GI bombs that are supposed to be working, though. Funky If we nerfed all fire though, I think a fun thing would be to create a spell that functions like DoM undewater - a buff spell, maybe epic ... call it . . .dehydrate . . . that allows you to go hog wild with fire, for a brief period of time. -S
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Post by chirality on Dec 15, 2020 20:42:27 GMT
It's not like this thread didn't come up in the past anyway... highergroundpoa.proboards.com/thread/24022/fire-weapon-buffs-waterFunky's response at the time seemed pretty legit to me: This is basically because it would have been a pain to code. We opted to leave it this way, for now, as changing it would involve a lot of time and a fair amount of processing overhead for little gain. I'm not convinced that it's worth much more to spend effort making more shifter fire abilities stop working underwater (looks like a pure and intentional nerf, honestly), but then again, I'm not the one doing it, so who am I to say it's valuable or not. As for the weapon buffs, yeah, I mean...let's just say that it's a lot more satisfying of an argument to hear "magical fire thing X should work underwater because it's easier to code, and magical fire things Y and Z shouldn't, because coding it isn't as difficult", than to endlessly debate the logical/realistic arguments for why XYZ should or shouldn't work.
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