Report 1802

Report #1802
Skillset: Tattoos Skill: None
 Org: Gaudiguch Status: Approved Sept 2017
Furies' Decision:
Yes
Problem: Tattoos is a skillset only available to monks. It is widely considered
an important skillset since it offers various pvp buffs as well as some non-pvp
buffs, but it is the only skillset that requires the artist to be online to
peddle their wares. This, combined with the fact that there are 2 orgs that
don't have monks (and by extension no tattoo artists normally), leads to a
situation where people can wait real life days or weeks for an artist to
complete their tattoo set. This report aims to serve two purposes. 1) Give the
tattoo artist a ware that can be sold in shops while the artist is offline,
which is pretty much standard to the other trades. 2) Give other players an
alternative for tattoos instead of just having to wait a long time for them to
finally catch their local tattoo artist.
[A:11 R: 1] Solution #1: Add a new skill to tattoos called TemporaryTattoos.
 Skill will use wax paper (from bookbinders) to be
 imbued with a tattoo power and a pattern. Can be sold
 in shops and when APPLIED, will last for 30 in game
 months. Temptattoos can be WIPED off at any time to
 be replaced with another tattoo. Powers of
 temptattoos will -not- stack with real tattoos
 (meaning you can't have a blunt absorption real
 tattoo, and a blunt absorption temp tattoo for a
 total of 2/7). Up to the admin on whether it denies
 you outright on application or it simply doesn't
 stack. Temptattoos should still give the proper
 double bonus for monks when applied if a
 damageabsorption power, and count for tattoo armour
 as long as it is applied. Currently there is no
 proposed limitations to which powers can be used, but
 I wouldn't be against just a set of powers if that
 makes things easier. The timer for creating temp
 tattoos should be relatively low (30s~90s), but the
 application time of a temptattoo should be the same
 time as traditional inking currently (which is done
 by weight and reduced with needle arti).
[A:12 R: 1] Solution #2: Add a new skill called TattooTransfer. Skill will use
 wax paper (from bookbinders) to be imbued with a
 tattoo power and pattern. Can be sold in shops and
 when APPLIED, will give a -permanent- tattoo to the
 customer. Also add a new item (like magical acid)
 that can be applied to a person to remove a permanent
 tattoo. These new tattoos will follow the same rules
 as current tattoos. The timer for creating permtats
 should be relatively low (30~90s), but the
 application time of a perm tattoo should be the same
 as traditional inking (done by weight and reduced
 with needle arti).
[A:13 R: 0] Solution #3: Dramatically lower the timer for tattooing normally.
 Change the tattoo needle artifact from lowered tattoo
 time and power cost reduction to allowing the
 creation of temporary or permanent tattoos as
 presented in sol 1/2.
Player Comments:
---[Anelissa on 9/14 @ 21:22 sets as pending]
---[Moi on 9/14 @ 22:33 writes]:
I see no mechanical problem with this. Preference is solution 3: permanent
tattoos which take a short balance for the tattoo artist and the normal
application time (artifact bonus applies) to apply it to the buyer.
---[Ejderha on 9/17 @ 05:07 writes]:
Note that this would allow a tattoo artist to tattoo themselves with a little
extra work. I think that is logical, I don't see any reason (especially given
the lack of monks and therefore tattoo artists) why the limitation is important
to keep in place. My preference is actually for Sol1 temptattoos, making it an
ongoing trade for people needing to refresh, and giving a reason to still go
through a tattoo artist (for permanent tats). That said, I would support all
solutions as an improvement over the status quo. It would be reason enough for
me to pick it up if I could do my own.
---[Moi on 9/18 @ 04:04 writes]:
I like solution 2 best.
---[Anelissa on 9/20 @ 14:46 writes]:
As an aside, the two reasons we chose to make the tattoo application timer the
normal length as opposed to making tattoo creation the normal length is so 1)
artists can and will mass produce. No tattoo artist would ever mass produce temp
or perm tats if the balance is still the same unless they had the hammer, even
then it's kind of up in the air. 2) to prevent people from carrying a large
selection of temp/perm tats and then straight up swapping mid fight to change
out their min/maxes based on a given setup/situation. The key is still to have
tattoos be a set beforehand thing, but be able to change them at will, just not
mid battle.
---[Kaimanahi on 9/25 @ 17:50 writes]:
I think temporary consumable tattoos will also help address the current lack of
financial return for tattooists, so generally I consider Solution 1 to be the
better solution. However I also feel that Solution 2 highly infringes on the
intent and value of the flayed skin artifact (ID 690), so on that premise I am
rejecting that particular solution.