Questions, Complaints, Concerns, and Suggestions

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Who told you that? If you want your own armor, and armor you give to others, get two Abilities.

We already had a huge discussion on partial Modifiers and scrapped that. You were there.
 

Ahana Varma

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Who told you that? If you want your own armor, and armor you give to others, get two Abilities.

We already had a huge discussion on partial Modifiers and scrapped that. You were there.

1) Or one Ability that lets you summon suits of armour and has the Self/Other Modifier.

2) I was there, yes. I was also here, in this thread, 7 hours ago, when Doug stated that partial Modifiers still exist.
https://multerra.zulenka.com/index....concerns-and-suggestions.198/page-3#post-1236

As far as reasons for believing that a rule is still in effect go, being told in no uncertain terms by a mod that it is in effect is a pretty reasonable one, IMO.
 
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1) yes, or that.

2) I am now aware of this. On behalf of the Staff, I apologize for the confusion. We're still trying to figure things out ourselves, and sometimes notes get lost. For now, assume partial Modifiers don't exist, nor does stacking Effects.
 

Beatrix III

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What isn't easier to explain or understand is that idea of having Modifiers that affect only certain ranks of an Effect. It's terrible and really needs to be scrapped. This suggestion would be an excellent way of replacing it with something less ridiculous.

How is that terrible? What you're describing is akin to getting talent points every 3rd level. That's not complex at all.
 

Yuuka Kazami

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How is that terrible? What you're describing is akin to getting talent points every 3rd level. That's not complex at all.
Disagree, it is complex, and I think the entire staff agreed that partial modifiers weren't happening- hence the confusion. By Partial Mods, he means like.

Damage 5 (500)
+ Ranged 3 (+300)

To "designate only 3 ranks of the damage effect have ranged". So he can have the same effect be used at melee for Damage 5 or ranged for Damage 3. However, stacking multiple of these "partial mods" into an effect proved an utter nightmare, so the idea was scrapped.
 

Beatrix III

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1) Or one Ability that lets you summon suits of armour and has the Self/Other Modifier

2) I was there, yes. I was also here, in this thread, 7 hours ago, when Doug stated that partial Modifiers still exist.
https://multerra.zulenka.com/index....concerns-and-suggestions.198/page-3#post-1236

As far as reasons for believing that a rule is still in effect go, being told in no uncertain terms by a mod that it is in effect is a pretty reasonable one, IMO.

We made a mistake. For crying out loud. I just got done saying that complaints or concerns in this thread shouldn't be abrasive. Well I'm here to you tell you, Ahana, that you're coming across as such. You're basically shitting all over a system we put a lot of time into, because two of the staff members weren't perfectly aligned with what they were saying. That is extremely grating on everyone's psyche to have to deal with. Especially when we're just trying to help.

Everyone needs to seriously relax and take a breather. We're doing our best to keep the website moving. Jeff's statement to Warren put it the best and I'm going to quote it here once more. His statement doesn't apply just to being pushy about abilities. If you don't understand something about the rules specifically and would like it personally addressed outside of the chaos of this thread or the discord. Make a thread. Having your own thread gives it more visibility to us and lets us organize our responses. This thread is literally for quick one off's. I personally dislike having it to begin with. It's hard to stay on top of when you wake up and it's been extended by four or five pages. I don't care if you fill the Help Desk up with rules questions. As long as they make sense, they show that you've put forth the effort to understand and read the rules. That's a fair price for our assistance.

Sir, it has been less than a week since you applied for your Ability. 5 days, specifically. I understand that, in our modern society, we expect instant gratification in everything we do, but please have patience. The Staff of Multerra are entirely volunteer and unpaid. Your donations completely go towards server costs, maintaining our URL, and paying programmers for more features like the Weekly Coin modification. Every member of Staff has offline obligations and responsibilities. Full time jobs. Loved ones. And, even, writing. And until such time as the memberbase gives enough to Patreon to allow one or more of us to quit our jobs and work here full-time (I'd need about 3 grand a month, myself) these are the things we need to juggle.

Have patience. We're focusing what little time we have on getting members in the door and fielding the practically non-stop slew of questions and concerns, aside from ensuring our public spaces remain friendly to all. We will get to Abilities and Coin Purchases. Don't worry. Just... please don't base your roleplaying decisions on an Ability your apped less than a week ago. Be proactive! App them bad-boys weeks in advance! You'll be happier for it.
 

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Yo, questions about focus.

1 - Does popping focus also increase modifiers such as Affects Mutiple? Or is it only the actual effects themselves?

2 - When it says focus effects must be resolved by the end of my post. Can I use it to make a bigass bomb, toss it at someone, and allow them to react to how their character gets hit by the bomb? Or do I have to write the resulting explosion and aftermath into my post?
 

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I have a world-related question, specifically regarding Cevanti. Are the ruins on Cevanti all of a 'futuristic' type? Or would there also be less technologically advanced ruins about as well?
 

Yuuka Kazami

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An unrelated question.

When it comes to content that needs to be tagged but that is handled by forms (and hence unable to be tagged by the user), such as a character backstory in a joining app that contains graphic violence- Should it just be put under a spoiler with a warning above said spoiler, or should we ask a mod to tag the thread?
 

Ahana Varma

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Is there any Effect that can be used to resist a Debuff Effect?

I've been thinking about how something like DnD's Spell Resistance would work in Multerra. For Damage Effects that's pretty obvious; just take Protection with "Limited (Magic Only)"... but what would be the best way to defend against magical debuffs?
 

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Is there any Effect that can be used to resist a Debuff Effect?

I've been thinking about how something like DnD's Spell Resistance would work in Multerra. For Damage Effects that's pretty obvious; just take Protection with "Limited (Magic Only)"... but what would be the best way to defend against magical debuffs?

There's no strict "defense against debuffs" ability- some debuffs (like, perhaps, this magic example) could be defended by Protection, others (perhaps a poison) by Endurance, and some even by things like Agility (perhaps a net). It just depends on what the debuff actually is. Because "Debuff" is such a broad class of ability, it's nearly impossible to give a non-meta example of why an ability to resist say, confusion, would be just as good at defending against getting caught in a net, or suddenly becoming unlucky, or being poisoned, etc.

In this example, you could just say that the Protection applies to "all magical effects."
 

Ahana Varma

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I've read the Debuff Effect's description, so I did already know some of what you said... but I didn't realise it would be okay to just say in an Ability's description that it also nullifies Debuff Effects of 'X' type (so long as it makes narrative sense), though, so thanks for that. ^_^
 

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.
 

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Can you buy a plane for a summon you plan to bring here?

If you plan for it to be a core part of your day-to-day PVE experience and want to use it in all of your conflicts, yeah, you could buy it as a summon. If it's mostly for transportation and you don't care about bringing it into most fights/events, you can buy it as a Base using Coin.
 

Ahana Varma

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Just a reminder that I asked a question a few days ago... wondering if any mods out there might have an answer...?

---

Also, I now have another, unrelated question: is it possible to make a mind reading Ability in Multerra, and if so, how would we go about doing that?

I know that Communication (Telepathy) allows your character to send their thoughts to others who also have Communication, and they can send their thoughts to your character as well if they want... but what about reading the thoughts of other characters without their permission, and regardless of whether or not they have any ranks in Communication?
 

Yuuka Kazami

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Just a reminder that I asked a question a few days ago... wondering if any mods out there might have an answer...?

---

Also, I now have another, unrelated question: is it possible to make a mind reading Ability in Multerra, and if so, how would we go about doing that?

I know that Communication (Telepathy) allows your character to send their thoughts to others who also have Communication, and they can send their thoughts to your character as well if they want... but what about reading the thoughts of other characters without their permission, and regardless of whether or not they have any ranks in Communication?
Prediction.
 
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