Report 745

Report #745
Skillset: Tinkering Skill: New
 Org: Paladins Status: Completed Dec 2011
Furies' Decision:
We do not believe a new, complicated sigil is necessary or warranted. We will
allow Artisan Rugs to obscure the presence of sigils in a room, as well as stop
them being disenchanted.
Problem: It's annoying for manse owners to have to buy multiple sigils to
protect their manses only to find them disenchanted easily. The Tinkering
skillset is also a bit lacking and could use a new ability.
[A: 0 R: 0] Solution #1: Create a new ability named ManseSigil. It should cost
 at least the amount of commodities as a Monolith,
 Flame, Key, Eye, and Palm sigil combined. When
 dropped in a manse, the owner of the manse (or maybe
 even someone with room privileges?) can MANSE SIGIL
 <MONOLITH/FLAME/KEY/EYE/PALM> <ON/OFF> to control the
 sigil effects in that room. Manse sigils can only be
 disenchanted when all sigil effects are turned off.
 Only one Manse sigil can be active per room. It
 should probably have a longer decay time than normal
 sigils too.
Player Comments:
---[Enyalida on 12/15 @ 23:52 writes]:
I do not understand the premise of this report. A few measures already exist to
protect manses, many of which make sigils unneeded. You can disallow vast
swathes of players from even entering your manse (including disallowing all but
certain groups or people) and you can install cheap doors that can not be
knocked down and cannot be opened by anyone who isn't approved. Measures to get
past doors are few and far between, and easy to defend against. In addition
there are manse artifacts such as the concealment stake to hide the existance of
exits, which can be as non-euclidean and confusing as you wish to make them
(assuming you don't just install locked doors). The only conceivable way someone
can get past all of these measures is by teleporting to someoe in the manse.
However, the delay on teleport means that for someone who you don't want in to
get to you, you have to hold still, which shouldn't happen... unless you are
afk. If you have a monolith sigil down beyond the doors, they won't be able to
do that, and won't be able to get to the sigil to disenchant it. That is
assuming that undesirables are even able to enter your demesne, in the first
place. While adding to tinkering is nice, I don't find the problem compelling
and therefore do not support this report, as I said prior to its finalization.
---[Inagin on 12/15 @ 23:57 writes]:
It makes no sense to have to buy artifacts or expensive things just to stop
people who wish to be jerks and disenchant your sigils for commodities. I
actually see no reason why this report shouldn't be supported.
---[Enyalida on 12/16 @ 01:39 writes]:
Disallowing people from your manse comes free with manse purchase. Buying a
reinforced door costs 50000 gold, which is a pittance, especially compared to
manse fulcrux and manse room costs. I think that even non-reinforced doors are
unbreakable if they are magically locked, not sure. Nothing I said above
requires expensive artifacts, the only one I mentioned was the concealment
stake, which I went on to say was unneeded if you just buy doors and close them.
---[Inagin on 12/16 @ 08:49 writes]:
It still makes no sense to have to pay extra gold for security that isn't
foolproof due to magical transportation. Also, you still haven't brought up
points on the other sigil effects. Honestly though, I don't see any problem with
an ability that can improve the game--unless you can identify concerns regarding
balance.
---[Enyalida on 12/16 @ 18:11 writes]:
You'd have to pay for this sigil, yes? The burden of proof is not on me.
Changing the status quo, especially when it concerns one of the only personal
gold sinks in the game (manses in general), requires a good reason, and I don't
feel that this is one. Again, magical transportation is a non-issue if you are
either not afk in your manse, or have a monolith sigil in the rooms you are in.
---[Inagin on 12/16 @ 22:12 writes]:
Right. Because doors automatically close themselves. And they prevent souls from
walking around. I'm sure they automatically stop Acquisitio type effects too! -
If you wish to antagonize a report intended to make life easier for everyone,
the least you can do is bring up legitimate concerns regarding balance.
Personally, I don't see any. That's why I submitted it.
---[Rivius on 12/17 @ 05:03 writes]:
My first thought is that I don't see it being entirely appropriate for a
proposed "super sigil" to be given to tinkering. While tinkering yes, does need
to be made more attractive, I also do not see how this would really help it. The
truth is, the demand for this would truly not be enough to cause a big impact on
the usage of the skillset. Further, all these effects are done by individual
sigils, and you've yet to convince me why there is a huge need for this. I'm not
-against- this report, and if it is passed as suggested then fine, but it does
not seem like a lot would come of it.
---[Iytha on 12/18 @ 14:13 writes]:
I don't really see the point of this report.
---[Janalon on 12/18 @ 14:39 writes]:
Given the many, many other controls for manses, I don't see the need for this
report. Also not sure that tinkerers need the skill to make better sigiling than
other enchanters. Although I typically always favour any report that eases
syntax or enhances non-combat aspects of Lusternia, I find myself completely
agreeing with Enyalida's every point.
---[Inagin on 12/18 @ 15:30 writes]:
Either no one has bothered to read the Problem or are just pretending that
enchanters don't exist. None of the "controls" addresses the concern directly.
---[Shedrin on 12/19 @ 21:10 writes]:
On the contrary, it is simply that people disagree that the presented problem is
an actual problem. I suggest creating an argument more significant than 'why
not' if you wish for this report to be supported.