JackOfSwords
2006-12-14 02:54:34 UTC
#60977
OK. Even without doing a search about eaters (which I did do, anyway) I assumed this is a topic that has been beaten to death.
However, after my sorceress has died 3 times in 3 days due to OTHER people's eaters LEFT AT TRANSITIONS, I felt it worthwhile to bring up the topic.
I don't mind eaters popping up on me for being stupid, and not taking nightshade. I don't even mind eaters popping up due to the stupidity of a party member, it's a great vehicle for RP. (Beat your caster senseless for endangering your party, for example.)
What I do mind is emerging from a transition to find my character either dead or near death, due to an eater being right at the transition, and lag preventing me from taking action until the eater has an attack or two on me. That's just cruel.
My suggestion is that an eater disappear once it is no longer in combat. I don't know if that's possible or not, but it would spare a considerable number of low-level, low-hit-point characters from senseless deaths.
((edit: shortened the post... I kind of get long-winded :lol:))
Crosswind
2006-12-14 03:12:59 UTC
#60983
Another, more generic suggestion, might be to script AI to automatically move away from transitions if you're out of combat.
Nobody likes getting attacked on transitions.
-Cross (Wonder how feasible this is. Oro, didn't CoA try something like this?)
Concerned
2006-12-14 03:17:45 UTC
#60984
I'm guessing you could script the magic eaters appearing like a summon, summoned by a level 40 character so it doesn't disappear too quickly?
Oroborous
2006-12-14 03:25:54 UTC
#60987
Crosswind
Another, more generic suggestion, might be to script AI to automatically move away from transitions if you're out of combat.Nobody likes getting attacked on transitions.
-Cross (Wonder how feasible this is. Oro, didn't CoA try something like this?)
Stick a waypoint or five in an area. Monsters can have their AI behavior set to wander to a waypoint not currently near another monster of a dissimilar appearance or race.
Although, what we did on COA is make sure monsters chase you through the transitions. Then we used another script to make sure they never spawned NEAR a transition.
louisjr
2006-12-14 05:11:51 UTC
#61000
or it could be scripted that the eaters attack ONLY the person responsible for there arrival ...that way it would solve the problem.. either the eater or the idiot.. maybe forgetfull.. caster would be gone.. if the caster dies the eater senses no more casting and disappears.. if the party kills the eater.. well then good for the party.. also it would prevent npc dying to eaters (i dont know if this is actually a problem... but it was a thought that ran in my head)
chaosprism
2006-12-14 10:44:04 UTC
#61022
Actually now that you bring that up, I think eaters SHOULD attack npc casters if they cast.
I know there may be faction problems with this, but having eaters come just when players cast and not enemy shamans just seems a tad unrealistic.
If theres SOMETHING in the area to block the eaters this should be benefiting players as well as the npc's.
I'm all for the eaters they add a great flavour to the world but they dont behave like neutral beasties around to eat magic like a magical animal , they behave more like players punishers.
Also I know this has been brought up before but I'd like it if they didnt come just on cantrips, they're such minor magics unless it really IS magic eater "season" they wouldnt bother. Especially with joe-blow npc caster over there casting much tastier level 1 and above spells!! :)
The chance of them coming (and how many would be attracted) should be dependant (In my opinion) on the strength of the spell (level) being eaters they may also prefer certain "strains" of magic like enchantments and abjurations that stay around a bit, all nice and tasty like. Also necromancy in an undead (negative energy vessels) I think could be looked at as attracting eaters, they may in-fact attack undead just to eat the negative energy that resides, though I guess they ARENT energy eaters, they're more magic pattern eaters.
I'm not really sure 'magiscience' wise if undead count as a magical pattern or are simply autonomous once created.
Probably best to think of anything thats dispellable can be "eaten" I guess.
Casting dispel at a summoner can dispel summons cant it?
Anyway I leave it up to those that know more on the subject.
Arcaia
2006-12-15 10:47:36 UTC
#61300
To dispell a summon, you have to use either Banish or the other anti summon spell I think. Otherwise, trie dispelling the creature itself. It wouldn't work on Udead though, I think.
I guess undead would count as having the energy flowing through them, and the only reason they die is because their body has been damaged too much to keep the energy in.
So that means that a Mage eater would have to be able to bypass to the flesh and skin to get the energy.
While we're mentioning it, why not make two types of eaters : Mage and Energy?
This is where a PC necromancy studying mage would be useful.
Concerning what magics have better taste, I think Enchantment, Transmutation, Illusion and Abjuration would taste best. Evocation and Invocation wouldn't last long enough to be traced ( unless cast time and time again), and Necromancy would taste too bitter or rancid, and Divination would be bland. Divine magic would also be bland and boring, while the Arcane magic is a bit more spicy.
spawnofweevil
2006-12-15 13:59:57 UTC
#61330
Depends which god. I wonder if different gods have different flavours? Helm and Tyr and the other boring LG lot would probably taste like potatoes - solid, a little bland. Mask would be smokey. Kossuth would be extra spicey, Tymora and Beshaba a different flavour each time....
On a more serious note, I do think it would be quite cool if the higher the spell level/more powerful the mage meant more likely to get more or bigger mage-eaters. So a lvl 2 cleric casting cure minor probably won't be noticed (Stops newbs getting eaten, too) but a level 9 casting cure minor might be and someone casting finger of death gets swamped.
Oroborous
2006-12-15 14:05:59 UTC
#61332
spawnofweevilOn a more serious note, I do think it would be quite cool if the higher the spell level/more powerful the mage meant more likely to get more or bigger mage-eaters. So a lvl 2 cleric casting cure minor probably won't be noticed (Stops newbs getting eaten, too) but a level 9 casting cure minor might be and someone casting finger of death gets swamped.
Sooo funny when suggestions are exactly what happens in game!
Skrillix
2006-12-15 14:18:59 UTC
#61334
Ever seen how many eaters get attracted to a Bigby's hand spell? Lets just say it's virtually an entire coloney of them.
alogen
2006-12-15 14:51:53 UTC
#61348
What about REALY weak magic eaters for lvl 1 wizard/cantrips?
I've already seen 2 magic eaters on the cave which we begin... =X
DrUNk AnD DiSsoRderLy
2006-12-15 14:54:16 UTC
#61349
If they're /really/ weak, there'd be no point to them. If they're easily beaten, they're not scary.
Arkov
2006-12-15 14:57:10 UTC
#61350
Crosswind
Another, more generic suggestion, might be to script AI to automatically move away from transitions if you're out of combat.Nobody likes getting attacked on transitions.
-Cross (Wonder how feasible this is. Oro, didn't CoA try something like this?)
This would be a grand
suggestion.
*moved*
I'll look into this shortly. Thanks for the input.
Also, it should be pretty easy to have magic eaters disappear after a fixed amount of time, and is entirely appropriate. I'll add that too.
alogen
2006-12-15 14:59:24 UTC
#61352
If they're /really/ weak, there'd be no point to them. If they're easily beaten, they're not scary.
But if a newbie comes, casts a light spell (for example), then two magic eaters come, he's most likely to log off...
outcrowd1
2006-12-15 21:17:32 UTC
#61428
That can be solved by giving the starting cave an invisible "spellguard ward."
namesaretaken
2006-12-18 06:19:45 UTC
#61971
[quote="alogen"]
If they're /really/ weak, there'd be no point to them. If they're easily beaten, they're not scary.
I knew there was a reason magic eaters wernt scary!
alogen
2006-12-18 06:26:07 UTC
#61974
I did not write this, I quoted it... Weird to see my name and a quote which is not mine -_-
Arkov
2006-12-18 08:31:42 UTC
#61991
Arkov
Also, it should be pretty easy to have magic eaters disappear after a fixed amount of time, and is entirely appropriate. I'll add that too.
Added.
outcrowd1
That can be solved by giving the starting cave an invisible "spellguard ward."
Done. No need to have those things wiping out new players.
JackOfSwords
2006-12-18 09:36:05 UTC
#62010
Wow. Many thanks and kudos, for the community and DM's turning my ornery rant :oops: into objective and constructive dialogue, and a positive change in the environment.
I looooooove it here at EfU 8)