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Outlaw Status: I do not think it should be changed. To achieve it, you either

A: Have to become wanted many times within a short period.

B: Have to break a law set by a Council member and approved by Hepheus (which from experience of working with him, he is very picky, but for balance sake).

The full-loots of Outlaws is a good consequence for choosing to head that direction, because it intensifies and makes you not want to obtain that status. Outlaws are supposed to be seen as people identified as being a danger to all the citizens in the city, both npc and players. Hence, as an Outlaw, when you have been captured, RP! I can guarantee you that if you take it in stride and just roll with your RP with why you are fighting the Tribunals, that Tribunal is going to want to give you your things back, maybe not all of it, but I guarantee it will keep things interesting.

My understanding of Warders is that they believe that civilization as organized abuses and destroys nature and thus are in direct conflict with Tribunals. Stalkers are intended to destroy "unnatural" creations. I am not sure how things are mandated, but I assume that if a given stalker has a choice between fighting an Avatar or a Tribunal, they should be choosing the Avatar. In addition, unless that Stalker is Wanted, the Tribunal should leave him alone, at least I hope that is up to the individual Tribunal.

As for the loss of buying consumables, there are many other places in the world to obtain all of the aforementioned consumables except missile immunity. However, there are skills that a seemingly growing number of classes can gain that do do just that. Also there is at least one or two cabals that have items that do that (at least one by my direct knowledge). My point being there are options out there, and if you are rolling a watcher and know you are going to be outlawed, you should be both stockpiling when you can, and learning what is where. We have lists on the forum!

As for changes I think would be good:

Watchers: I think should gain access to a better array of herbs and potions. Perhaps even a preserving service for a reasonable fee.

Cabal Warfare Armies: I like the concept, but when Virigoth first proposed it, I envisioned something a little different. I thought we would have npc soldiers follow us as a group, and we would go fight our opponents, with their armies. Like say I am Character A in Savant and I go to the Dragon Road, and somehow declare my intention to overtake that area. Mobs would spawn that we would have to defeat, and the opposing cabal members could come with their army and we could fight, etc. The system as I see it now is way to slow. I spend my time idle typing who, where, aff, all the time and get rather bored.

I have more and will post it later.

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Everyone opposed keeps insisting it takes a lot to get outlawed.. apparently you haven't played a watcher. If a tribune is on, your wanted.. end of story. Trying NOT to get wanted is impossible, they attack your standard and what you wait for IMm expellment for not defending? This seems to have turned into an arguement of if outlaw should removed or not.

I like the idea of outlaw and the RP behind it. Simple mechanics is what I'm argueing about for the shop consumables. Keep the shop bar, just move one damn shopkeeper. Keep the full loot option, just make it an OPTION like mercy. Set the fulloot OPTION for after the execution, not upon capture. Give watcher a city outlaw, we no longer give you water and you all die of thirst *JK. Keep the cabal pet that can 1v1 on it's own, keep the town npcs who yell and join in the fight. If you haven't played a watcher to trusted, at least, then please do so before you comment. We can argue all night and agree to disagree, watcher will stay empty and tribune will continue to keep numbers. From my experience in the past and speaking with other past watchers the same issues always come to the table.

Savant, the prep time for a caster to prepare vs the time a warmaster melee to wear glim; brandish; draw is a drawback. Hell I've seen decked melees 1 round it. Armies are a bit boring, but I really have no viable alternative for them. I enjoy this time commanding them to rp with other people and develop whatever storylines are being pushed. At least there is no repercussions for sending an army.

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I think it would be cool to allow group combat. Especially if you have two cabals with multiple players logged on at the same time against each other. It would add to group dynamics and have actual tactics. Obviously no group vs one, but allowing groups to duke it out would be sweet. Then allied cabals and syndicates can fill in when other cabals are outnumbered and actually have cabal warfare.

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I would like the cabal revamps to continue, specifically Herald.

Noble/Royal (for those outside of Tribunal) should be fixed/reworked, especially the help files.

to reiterate Mali:

The mob in Xymerria that blackjacks you needs to be removed.

Shadowform/Treeform needs its PvE attributes put back in place.

Allow an area for non-caballed players to recieve access to cabal-based services with gold such as binding and locating items.

Healers & Bards need something/revamped.

Allow characters to input rp based qrace at creation.

what would be REALLY awesome? to see Celerity's ideas for skills/spells/gear be implemented. one can always dream.

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what would be REALLY awesome? to see Celerity's ideas for skills/spells/gear be implemented. one can always dream.

Agreed, hehe.

On the medium scale, I'd also like to see quest races/classes balanced with standard ones and their special PK restrictions (e.g. ganging) removed--the rules just seem to unnecessarily complicate things for both players and staff.

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Agreed, hehe.

On the medium scale, I'd also like to see quest races/classes balanced with standard ones and their special PK restrictions (e.g. ganging) removed--the rules just seem to unnecessarily complicate things for both players and staff.

And the whole ganging thing itself to be revisited.

Some more ideas:

-I would like align based quests to take us to lvl 50. Each quest can be 1 level and function to take players to the majority of the areas in the game and also provide a system to encourage global RP into the FL theme, possibly even changed if it's required. Another method would be to have tier based quests at 30/40/50, that would provide a sleep custom item, while at the same time introducing the FL global theme. However, I would enjoy the quest based ranking to 50 entirely better, with additional rewards for people working through them together.

-Create a new hidden equipment slot that is only visible when the player was blessed by their God. Perhaps a PET slot, so when a player is rewarded a dragon they wear it in a pet slot. It would also open the door for much more interesting possibilities going forward with renaming of a neutral do nothing pet. look xxxx - A large boa is wrapped around its owner. With color of course. The reward for a good description, good RP, or whatever else, should remain relevant throughout a characters life. Otherwise why work for it?

-If cabals are stale then create minor RP plots that encourage players to make them. Although I will reiterate, I am starting to join the melee band wagon unless cabal warfare is changed. It's too much risk no reward for me. Aside from Tribunal, let the players generally guide the politics of the cabal. The immortals should be there to oversee rules and add flavor, not restrict in any way the RP possibilities of the cabal.

-Get rid of life insurance but make cabal purchases unsaccable.

-Revisit the consumables. I think we need to ask ourselves where balance should lie and if we are headed down the right path.

-fix capture the flag and the massive advantages melee have over casters. Classes should be balanced prior to a cabal, and no arguments in reference to classes should be taken into context after joining. For example, the ease at which one class takes the standard over another. Lets make it easier, faster, quicker, get our blood moving again. I posted my ideas already, but I'm going to keep screaming this until it's fun for me to play at 50 again.

-A mail system that allows the transference of gold/items. Specifically in regards to the Merchant cabal. Lets allow for the placing of orders and payment, etc. At the very least create a bounty type system where a player can request an item, consumables, etc, and the merchant can use the mail system to fill it, with a cash on delivery type system. 20 herbs costs 30000 gold, to retrieve them you need to pay.

-For those of you crying about watcher being outlawed, learn how raids work. I love the concept of raids, but a proper raid is devastating and can't be defended against. Perhaps we can elaborate on the use of raids, mix in a dash of armies, and allow Watcher to take control of cities. Give Tribunal a raid type function in return which they need to use to retake the cities.

I'm going to reiterate. 50 needs to be faster. It shouldn't be reliant on if an enemy is online. Allow the flag capture no matter what, but lets have the penalties return faster, if not instantly on a return. Lets make the flag capture much simpler. You take away all V+ skills immediately on capture, but regain them immediately. You get a LARGE cp/tick bonus while holding the flag when an enemy is online, and a smaller one if they are not. I am sure there were much stronger ideas on cabal warfare than what I am posting. We need to do something. It's stale, boring, and hardly anything is even relevant.

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  • Implementor

Rest assured guys, I'm working on several fixes for bugs that apparently have been put on the back burner. There are several other changes I really liked that are very doable, too. Need to bring those to discussion with the whole staff though.

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This has slightly put off our schedule of putting in changes as well. Should we stay stable now, we may still get things done till Sunday, which was the intended time for the changes to be fully implemented.

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  • 2 weeks later...
A little history. Watcher Cabal used to be called the Hunter cabal prior to the creation of the secret cabal, which has evolved to become Syndicate but went by darker names.

The Hunter cabal sought out bounties, plain and simple. Their skills were mixed, but it had more of a Watcher feel than a Syndicate feel. Syndicates first inductee, to my knowledge, was the hooded figure of Gorath. Of course, it was not Syndicate then.

Watcher was introduced a good bit later, and felt spiritually closer to Hunter than any other cabal.

I've always felt Stalker was the heart of Watcher. Warder RP seemed stretched to me. Yet Stalkers are de-facto Warders by virtue of the hard coded war with Tribunal. Very hard to Stalk when you are Warding all the time. The Watchers suffered from a poorly defined role. I get it, you hate the cities and unnatural things. Might as well roll a feral.

As a point of fact I am against hard-coded wars at all. Savants and WM's have differences in world-view, but I could imagine them united from time to time against common enemies. I'd like to see us take a step away from capture-the-flag and PK all the time. There needs to be more ways to achieve victory beyond war - diplomatic victory, economic victory, technological victory, transcendence. Yes, I've been playing Alpha Centauri.

Aside from my issues with cabal play, which you can simply PM Celerity about, I do think that Watcher needs re-defining in terms of purpose and in terms of skillset.

Plus, Monks need the option to be neutral.

Thank you very much for your time.

bump

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The point was well taken with the huge argument that stemmed from the suggestion, Atticus.

It was not a "sorry, not going to do it" stance. At this point, I had no wish to skim through 45+ posts arguing about the same change or why it shouldn't be put in everytime I came to look here.

As I'm certain you're not done, and will be coming back to see what kind of reply you could get out of me, I'll just say this:

Stop assuming the worst. :frantic:

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Make it so you can nofol without losing your beasts. I want toggle off players following me. I can release my beasts in other ways with the release command. Everytime I want to reject player followers my charmies vanish.

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