Report 526

Report #526
Skillset: Night Skill: Bonds
 Org: Shadowdancers Status: Completed Feb 2011
Furies' Decision:
Solution 2
Problem: Night Bonds is a powerful skill which stops all forms of magical
transport in its room, like a monolith sigil. However, its flexibility is
limited (unlike the sigil) due to the fact that there is no way to turn it off
when you do not wish to have it on all the time.
[A: 0 R: 0] Solution #1: An ability within the skill to remove, or pause the
 effect of bonds in the room. Re-casting them again
 would not take power once again. Should give a 3rd
 party message to all people in the room.
[A: 0 R: 0] Solution #2: An ability within the skill to remove bonds from the
 room. Re-casting them again would take the full cost
 of 3p. Should give a 3rd party message to all people
 in the room.
Player Comments:
---[Viynain on 2/9 @ 07:24 writes]:
A way to turn the ability off would be nice.
---[Iasmos on 2/9 @ 17:09 writes]:
I could see turning it off and then re-casting it for the full cost (solution
#2), but not re-casting it for free (solution #1).
---[Solanis on 2/10 @ 05:10 writes]:
Thing is, its effects are stronger than a monolith sigil. You can't turn off and
on the effects of distort.
---[Raeri on 2/10 @ 05:14 writes]:
Treat it like carcer and make it so that when you cast a new one, the old one
vanishes?
---[Vadi on 2/10 @ 17:33 writes]:
A monolith sigil is an item accessible to everybody. Bonds is a skill that is in
the Night skillset only and occupies a skill slot - it *should* be better than a
common item. It should not be so restrictive in it's use that it is barely used,
however (and it is used less than Terror) - and this addresses that flaw. I
don't believe that having to move rooms, spending power on another one, and, if
you'd like to get it back in the room you were in, spending more power - that's
double the power now - and moving back is a good solution.
---[Inagin on 2/13 @ 15:38 writes]:
How does Bonds currently disappear? Over time when shadows poof?
---[Lehki on 2/13 @ 16:00 writes]:
A way to cancel it early sounds okay, but I don't know about having it be free
to re-cast after.
---[Solanis on 2/13 @ 20:55 writes]:
Still missing the fact that Bonds is -not- a monolith sigil effect. It is room
distort. Comparing it to a monolith sigil is misleading. Normal distort is area-
wide and cannot be toggled on and off.
---[Solanis on 2/16 @ 10:23 writes]:
Okay, so according to Xenthos' testing, Bonds' effect is neither distort nor
that of a monolith. Apparently it stops magical movement originating in the
room, not including cubixes. While comparing it to a monolith sigil is still
faulty, I am not against Solution 2, though I feel that it is used more often
than 'barely'.
---[Xenthos on 2/19 @ 00:42 writes]:
I'm fine with solution two, as well. No need to deal with a coding-flag to
verify that the cost should be 3p in some situations and 0p in others... if you
remove it (just like other abilities) it costs to put it up again. Seems rather
fair and straightforward.