Questions, Complaints, Concerns, and Suggestions

Ahana Varma

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And the staff would be okay with that being used as a stand-in for mind reading, even though there are vastly more uses for mind reading than just guessing what action someone is gonna take in the next [X] minutes/hours?

Also... since you've mentioned Prediction... are there currently any plans to fix it at some point? 'Cos right now it's literally unusable. Having to use Focus just to dodge a single incoming attack is absurd... it'd be different if you were learning their entire battle strategy or something, but right now spending Focus on Prediction gives you nowhere near the level of narrative opportunity you'd get from using it on literally anything else... and it costs more Essence per rank than almost everything else.
 
S

SpartanB242

I guess this is a suggestion, but have a place where one can note if they were referred here or not.

I was looking at the prize board and saw referrals gave 10 tokens. I was referred here by Kane, Phoenix wright/Zebra, and Remilia Scarlet (it was a combined effort) and don't know where to report that information.
 

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ummm....I have an issue...my character profile that I had posted has dissapeared....

my App for Nola in the character profiles section has vanished O.O

There was a slight database gaffe while I was tinkering with parts of the wiki that may have caused some pages to vanish. I'm sorry =(
 

Arbiter

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I guess this is a suggestion, but have a place where one can note if they were referred here or not.

I was looking at the prize board and saw referrals gave 10 tokens. I was referred here by Kane, Phoenix wright/Zebra, and Remilia Scarlet (it was a combined effort) and don't know where to report that information.

A line for referrals has been added to the Join form.

Thanks for highlighting this!
 

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I was reffered by Ricter, I to was unable to find the noted section of the form

so I am assuming I put it here since I don't think I can put that information on the form now that I have been joined a while
 

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In regards to voting: because my workplace allows me to access both Multerra and the voting sites and I am obviously on a different IP there, could I use that to vote twice a day? I missed one day and don't want to miss out on those juicy extra tokens for voting daily!
 

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In regards to voting: because my workplace allows me to access both Multerra and the voting sites and I am obviously on a different IP there, could I use that to vote twice a day? I missed one day and don't want to miss out on those juicy extra tokens for voting daily!

I mean, you could. However it'll still only get counted once.
 

Ahana Varma

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And the staff would be okay with that being used as a stand-in for mind reading, even though there are vastly more uses for mind reading than just guessing what action someone is gonna take in the next [X] minutes/hours?

Also... since you've mentioned Prediction... are there currently any plans to fix it at some point? 'Cos right now it's literally unusable. Having to use Focus just to dodge a single incoming attack is absurd... it'd be different if you were learning their entire battle strategy or something, but right now spending Focus on Prediction gives you nowhere near the level of narrative opportunity you'd get from using it on literally anything else... and it costs more Essence per rank than almost everything else.
I've just come up with another question!

Is it possible to pay more than necessary in order to get the Effects you buy to work how you'd like them to?

For example, if I wanted to give a character an Ability that represents their armour, I could give them, let's say, Ongoing Protection 3... but if I also wanted that character to have a Protection 5 shield, according to the discussion I had in this thread previously, there's not really any reasonable way of doing that, since it would mean paying €500 for the shield and €600 for the armour, and €300 of that would be completely wasted...

But, what if instead of buying two separate Abilities called "Armour" and "Shield", I purchased one Ability called "Armour & Shield", and that Ability was Ongoing Protection 5, but the description said that the armour part was actually was only as strong as Protection 3? Would that be allowed? It still costs €200 more that buying them separately and not giving the shield Ongoing... but honestly, in this case I wouldn't even mind, because without Ongoing, Effects aren't supposed to last longer than a few seconds, so technically (even if no judge would ever actually rule it this way) shields shouldn't be able to block attacks that go on for more than a few seconds (e.g. a flamethrower).

To be clear, doing it this way would not give this hypothetical character any sort of narrative or mechanical benefit that a character in ordinary Ongoing Protection 5 armour would not also have.

---

Another fantastic example of why this should be allowed is Minions.
In the rules it states that all Minions in a mob must have the same Abilities... and I'm not saying that should be changed or anything... however, it would be a great help if we could purchase Minions with multiple Abilities and then, for narrative purposes, restrict them to using only one (or two, or three, etc.) of those Abilities. Here's an example of what I mean:

Buying 100 Minions with a Removable Damage 2 Ability (e.g. a normal sword) and a Removable, Ranged, Finite Damage 2 Ability (e.g. a bow and quiver of arrows) would cost:
• Minion (300) + Damage 2 (200), Removable (-100) + Damage 2 (200), Ranged (100), Removable (-100), Finite (-100) @ Mob Modifier (x7) = ₡3,500.
[(300 + 100 + 100 = 500) x7 = 3,500] = 3,500

However, buying 50 Minions with only one of those two Abilities, and 50 with only the other of the two would cost:
• Minion (300) + Damage 2 (200), Removable (-100) @ Mob Modifier (x6) + Minion (300) + Damage 2 (200), Ranged (100), Removable (-100), Finite (-100) @ Mob Modifier (x6)} = ₡4,800.
[(300 + 100 = 400) x6 = 2,400] + [(300 + 100 = 400) x6 = 2,400] = 4,800

If necessary, when buying Minions, I would just choose to make all of my Minions super-awesome dual wielders, rather than spending extra Coins in order to make them worse than they'd be if I gave them all extra gear... however, for narrative reasons, it would be nice to be able to make them less elite, so I'd like if we could choose for them to have access to only some of the Abilities purchased for them.
This doesn't just apply to simple things like weapons, of course. For a mere ₡1400, I could give 100 Minions the ability to cast a minor healing spell (excluding the base cost of the Minions)... though in practice I might only want to make a few of them actually be able to use this Ability... unless I was building an army of Paladins, I suppose.

I personally wouldn't mind paying an inflated cost such as that if it meant avoiding the excruciatingly immense costs of purchasing Minions in mobs lower than 100, even if I wasn't actually ever going to make full use of having numerous different Abilities on each and every one of my Minions.

Allowing Effects to work this way would really open up a lot of possibilities... and not allowing Effects to work this way will be guaranteed to result in minmaxing (from me, specifically)... 'cos there's no chance in hell I'm spending an extra ₡1.3k to get something worse than I could get by spending less.
 

Ahana Varma

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Also, in addition to the above questions:

Is there a way of using Communication to communicate with people who don't have it themselves?

This would mostly apply to telepathy, I'd imagine, but there may be some other variants that it'd be useful for which I haven't thought of.

I first considered using Affects Multiple, but the AoE on that is far too small... for a psychic character, it would make sense if they could Communicate with anyone in range of their Senses... but in order to reach even the range of Sense 1 would require Affects Multiple 8... so it's not exactly ideal. At max rank of Senses, you'd need Affects Multiple 250... that'd be €12,500. Over 1/5 of your maximum Essence on a single Modifier... so, not exactly ideal.

I also thought about using Ranged + Self/Other, since Ranged lets you target anything you can perceive, and S/O would let you give your target Communication... unfortunately, because S/O only lets you give it to yourself or one other person*, it'd mean that you'd need to buy a separate instance of the Communication for yourself as well as your target... and if you wanted to be able to speak to several people in a sort of mental-group-chat, I think you'd need to re-buy the "Give Your Target Communication" Effect once per person. I could be wrong about that last bit, though. If I am then this second method would be totally fine...
If I'm correct, though, then it could prove very costly if you wanted to contact large groups of people.

So, would an Ability like this be viable?:
Telepathy [175]
Communication (Telepathy) (100)
--Limited (Telepathy, Perception) (-50)
Communication (Telepathy) (100)
--Ranged (50)
--Self/Other (25)
--Limited (Telepathy, Perception, Connection) (-50)

This Ability allows [character] to give Communication (Telepathy) to anyone they can perceive (one by one), and subsequently communicate with them telepathically. However, they and anyone affected are restricted to communicating with those who can be perceived by themselves or someone else connected to them psychically, and only those who also have Communication (Telepathy), not other forms of Communication. Furthermore, those affected by the telepathy-share Effect have this Ability only while their minds are connected to [character]'s. As soon as [character] withdraws from the contact, they lose the Ability.


*EDIT: Or maybe I'm getting mixed up between Transferable and Self/Other? I think that's how S/O works, but I could be wrong?
 
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Mewtwo

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@Ahana DISCLAIMER: I'm not staff, this is just my experience!

Mewtwo has a Telepathy ability that allows it to communicate with others without them having any Communication device themselves, which has been okayed in my join app. Granted it has limited range and only works one way, but it's there.



Question of my own: Mobile bases aside, would abilities from the Adaptaion group be mandatory to go outside at all on a planet like Inverxe? Could it be played as a character wearing a heavy coat to go outside for a limited time?
 

Ahana Varma

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@Ahana DISCLAIMER: I'm not staff, this is just my experience!

Mewtwo has a Telepathy ability that allows it to communicate with others without them having any Communication device themselves, which has been okayed in my join app. Granted it has limited range and only works one way, but it's there.

Awesome. And if we're allowed to portray Prediction as mind reading (as Mima stated before), then that could allow a psychic character to pick up the replies of the people they're sending their thoughts to.
That's a great help, thanks. ^_^

Question of my own: Mobile bases aside, would abilities from the Adaptaion group be mandatory to go outside at all on a planet like Inverxe? Could it be played as a character wearing a heavy coat to go outside for a limited time?

@Mewtwo DISCLAIMER: I'm also not staff, this is just my experience!

Yeah, that should be totally fine. What you're paying for with the Cold Adaptation Effect is the narrative opportunity for your character to go outside without the need to take precautions against the cold, as an ordinary human would.

It's kinda like how Protection works... you can still defend yourself without Protection, but you need it if you want a reliable means of mitigating Damage. Similarly, you can bundle up warm and go out into the snow without Adaptation, but if your clothes get torn then you'll suffer the effects of cold from that point on. With Adaptation, no matter what happens, you'll be fine.
 

Ahana Varma

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As no higher ups have posted to contradict the answers Mima & Mewtwo gave to my other two questions, I'm just gonna assume that those are correct.

This one still hasn't been addressed yet, though, despite having been posted over a fortnight ago now, so I'm bumping it once again...
I've just come up with another question!

Is it possible to pay more than necessary in order to get the Effects you buy to work how you'd like them to?

For example, if I wanted to give a character an Ability that represents their armour, I could give them, let's say, Ongoing Protection 3... but if I also wanted that character to have a Protection 5 shield, according to the discussion I had in this thread previously, there's not really any reasonable way of doing that, since it would mean paying €500 for the shield and €600 for the armour, and €300 of that would be completely wasted...

But, what if instead of buying two separate Abilities called "Armour" and "Shield", I purchased one Ability called "Armour & Shield", and that Ability was Ongoing Protection 5, but the description said that the armour part was actually was only as strong as Protection 3? Would that be allowed? It still costs €200 more that buying them separately and not giving the shield Ongoing... but honestly, in this case I wouldn't even mind, because without Ongoing, Effects aren't supposed to last longer than a few seconds, so technically (even if no judge would ever actually rule it this way) shields shouldn't be able to block attacks that go on for more than a few seconds (e.g. a flamethrower).

To be clear, doing it this way would not give this hypothetical character any sort of narrative or mechanical benefit that a character in ordinary Ongoing Protection 5 armour would not also have.

---

Another fantastic example of why this should be allowed is Minions.
In the rules it states that all Minions in a mob must have the same Abilities... and I'm not saying that should be changed or anything... however, it would be a great help if we could purchase Minions with multiple Abilities and then, for narrative purposes, restrict them to using only one (or two, or three, etc.) of those Abilities. Here's an example of what I mean:

Buying 100 Minions with a Removable Damage 2 Ability (e.g. a normal sword) and a Removable, Ranged, Finite Damage 2 Ability (e.g. a bow and quiver of arrows) would cost:
• Minion (300) + Damage 2 (200), Removable (-100) + Damage 2 (200), Ranged (100), Removable (-100), Finite (-100) @ Mob Modifier (x7) = ₡3,500.
[(300 + 100 + 100 = 500) x7 = 3,500] = 3,500

However, buying 50 Minions with only one of those two Abilities, and 50 with only the other of the two would cost:
• Minion (300) + Damage 2 (200), Removable (-100) @ Mob Modifier (x6) + Minion (300) + Damage 2 (200), Ranged (100), Removable (-100), Finite (-100) @ Mob Modifier (x6)} = ₡4,800.
[(300 + 100 = 400) x6 = 2,400] + [(300 + 100 = 400) x6 = 2,400] = 4,800

If necessary, when buying Minions, I would just choose to make all of my Minions super-awesome dual wielders, rather than spending extra Coins in order to make them worse than they'd be if I gave them all extra gear... however, for narrative reasons, it would be nice to be able to make them less elite, so I'd like if we could choose for them to have access to only some of the Abilities purchased for them.
This doesn't just apply to simple things like weapons, of course. For a mere ₡1400, I could give 100 Minions the ability to cast a minor healing spell (excluding the base cost of the Minions)... though in practice I might only want to make a few of them actually be able to use this Ability... unless I was building an army of Paladins, I suppose.

I personally wouldn't mind paying an inflated cost such as that if it meant avoiding the excruciatingly immense costs of purchasing Minions in mobs lower than 100, even if I wasn't actually ever going to make full use of having numerous different Abilities on each and every one of my Minions.

Allowing Effects to work this way would really open up a lot of possibilities... and not allowing Effects to work this way will be guaranteed to result in minmaxing (from me, specifically)... 'cos there's no chance in hell I'm spending an extra ₡1.3k to get something worse than I could get by spending less.


I could be totally wrong here, but based on the fact that other questions (including one of my own) have been answered by mods since I first posted this, while this one has been ignored, I've kinda got the impression that none of the junior mods feel confident enough in making a call on something like this, as it hasn't come up before in the short time since Multerra went live.
And given that all of the senior mods appear to be too busy IRL to do much here at the moment, my suggestion would be to promote some of the lower-ranked mods. Off the top of my head, Doug & Mima are two who immediately strike me as people who'd do a good job (regardless of what Doug may claim about power going to his head).

I know that the mods here work on a volunteer basis only, so it's not fair to demand that those people currently at the top pay more attention to the site, whether they want to or not. At the same time, however, it is undoubtedly important that there be some folks in charge who have the time and inclination to do that, which is why I reckon the best solution would be to give more authority to those who've shown already that they're willing and able to help out around here.
 

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I imagine this can be done, but to be certain: Could I buy a Master Skill that not my character, but a Summon or non-summon non-combat character uses?
For example, could I buy a skill with the attached consumable price perk, then have a shopkeeper employed by my character be the one skilled at that?
 

Conrad Jamboy

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I imagine this can be done, but to be certain: Could I buy a Master Skill that not my character, but a Summon or non-summon non-combat character uses?
For example, could I buy a skill with the attached consumable price perk, then have a shopkeeper employed by my character be the one skilled at that?

Yes.

@Reece, we're taking your suggestion into consideration and will have updates soon.
 

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Awesome. And if we're allowed to portray Prediction as mind reading (as Mima stated before), then that could allow a psychic character to pick up the replies of the people they're sending their thoughts to.
That's a great help, thanks. ^_^



@Mewtwo DISCLAIMER: I'm also not staff, this is just my experience!

Yeah, that should be totally fine. What you're paying for with the Cold Adaptation Effect is the narrative opportunity for your character to go outside without the need to take precautions against the cold, as an ordinary human would.

It's kinda like how Protection works... you can still defend yourself without Protection, but you need it if you want a reliable means of mitigating Damage. Similarly, you can bundle up warm and go out into the snow without Adaptation, but if your clothes get torn then you'll suffer the effects of cold from that point on. With Adaptation, no matter what happens, you'll be fine.

Agree with all of what you said here Reece & Mewtwo.
 

Ahana Varma

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Doug mentioned before, on the Discord, that the mods were thinking that it'd be a good idea for Custom World Quests to let people choose the word count (i.e. it'd only be the plot that was random), but I don't see that mentioned in the Rules, currently, so just wanted to check if that idea was still how it was gonna be working, or if y'all decided against that?

My natural assumption would be to go by what is said on the Rules page... but that page also says that it costs 4 Tokens to request a CWQ, rather than 5, so it can't have been updated recently. As such, I figured this was worth asking.

Also, I noticed this in the World Quest Rules:
World Quests are bound by no rules, and may pay a variable amount of Coin, Not Coin, or Nothing.

And I just wanted to check if this applies to Custom World Quests as well...
'Cos there's really no point in spending 5 Tokens and then writing 20k words only to find out that surprise! you win nothing.
 

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due to a misunderstanding and misinterpretation of the rules I have mistakenly put 2500 coin into my base fund, would I be able to take it out to use it to pay for my minions as I had meant to set it aside for that not a base?

At the time I had asked multiple times in the chat about if I should put it there and never got an answer not knowing that Staff rarely look at the chat, as well as some issues I personally have with learning and understanding rules

sorry for the inconvenience
 

Ahana Varma

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I've just come up with another question!

Is it possible to pay more than necessary in order to get the Effects you buy to work how you'd like them to?

For example, if I wanted to give a character an Ability that represents their armour, I could give them, let's say, Ongoing Protection 3... but if I also wanted that character to have a Protection 5 shield, according to the discussion I had in this thread previously, there's not really any reasonable way of doing that, since it would mean paying €500 for the shield and €600 for the armour, and €300 of that would be completely wasted...

But, what if instead of buying two separate Abilities called "Armour" and "Shield", I purchased one Ability called "Armour & Shield", and that Ability was Ongoing Protection 5, but the description said that the armour part was actually was only as strong as Protection 3? Would that be allowed? It still costs €200 more that buying them separately and not giving the shield Ongoing... but honestly, in this case I wouldn't even mind, because without Ongoing, Effects aren't supposed to last longer than a few seconds, so technically (even if no judge would ever actually rule it this way) shields shouldn't be able to block attacks that go on for more than a few seconds (e.g. a flamethrower).

To be clear, doing it this way would not give this hypothetical character any sort of narrative or mechanical benefit that a character in ordinary Ongoing Protection 5 armour would not also have.

---

Another fantastic example of why this should be allowed is Minions.
In the rules it states that all Minions in a mob must have the same Abilities... and I'm not saying that should be changed or anything... however, it would be a great help if we could purchase Minions with multiple Abilities and then, for narrative purposes, restrict them to using only one (or two, or three, etc.) of those Abilities. Here's an example of what I mean:

Buying 100 Minions with a Removable Damage 2 Ability (e.g. a normal sword) and a Removable, Ranged, Finite Damage 2 Ability (e.g. a bow and quiver of arrows) would cost:
• Minion (300) + Damage 2 (200), Removable (-100) + Damage 2 (200), Ranged (100), Removable (-100), Finite (-100) @ Mob Modifier (x7) = ₡3,500.
[(300 + 100 + 100 = 500) x7 = 3,500] = 3,500

However, buying 50 Minions with only one of those two Abilities, and 50 with only the other of the two would cost:
• Minion (300) + Damage 2 (200), Removable (-100) @ Mob Modifier (x6) + Minion (300) + Damage 2 (200), Ranged (100), Removable (-100), Finite (-100) @ Mob Modifier (x6)} = ₡4,800.
[(300 + 100 = 400) x6 = 2,400] + [(300 + 100 = 400) x6 = 2,400] = 4,800

If necessary, when buying Minions, I would just choose to make all of my Minions super-awesome dual wielders, rather than spending extra Coins in order to make them worse than they'd be if I gave them all extra gear... however, for narrative reasons, it would be nice to be able to make them less elite, so I'd like if we could choose for them to have access to only some of the Abilities purchased for them.
This doesn't just apply to simple things like weapons, of course. For a mere ₡1400, I could give 100 Minions the ability to cast a minor healing spell (excluding the base cost of the Minions)... though in practice I might only want to make a few of them actually be able to use this Ability... unless I was building an army of Paladins, I suppose.

I personally wouldn't mind paying an inflated cost such as that if it meant avoiding the excruciatingly immense costs of purchasing Minions in mobs lower than 100, even if I wasn't actually ever going to make full use of having numerous different Abilities on each and every one of my Minions.

Allowing Effects to work this way would really open up a lot of possibilities... and not allowing Effects to work this way will be guaranteed to result in minmaxing (from me, specifically)... 'cos there's no chance in hell I'm spending an extra ₡1.3k to get something worse than I could get by spending less.
Doug mentioned before, on the Discord, that the mods were thinking that it'd be a good idea for Custom World Quests to let people choose the word count (i.e. it'd only be the plot that was random), but I don't see that mentioned in the Rules, currently, so just wanted to check if that idea was still how it was gonna be working, or if y'all decided against that?

My natural assumption would be to go by what is said on the Rules page... but that page also says that it costs 4 Tokens to request a CWQ, rather than 5, so it can't have been updated recently. As such, I figured this was worth asking.

Also, I noticed this in the World Quest Rules:
World Quests are bound by no rules, and may pay a variable amount of Coin, Not Coin, or Nothing.
And I just wanted to check if this applies to Custom World Quests as well...
'Cos there's really no point in spending 5 Tokens and then writing 20k words only to find out that surprise! you win nothing.



Bump.

... It's now been almost a month since I asked that first question, btw...
 
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