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Final Change Suggestions

Unfortunately, ignoring @f0xx's vetoes would threaten the entire proposal. It isn't an appropriate risk to take. Everyone must be unanimous, as per the rules set by @Erelei. I also don't think f0xx was joking with his veto list - many of them I agree with. If anyone vetoes anything for any reason, it can't be considered, joke or not, right or wrong. I've been keeping my veto list small so that others can have input.

Edited

Original post updated. Final countdown approaching.

Looks like a good list to me.

I'm confused on the doublesheath change. Someone can already sheath a weapon that is in their inventory while wielding other weapons.

Submitted.

18 minutes ago, Zoichan said:

I'm confused on the doublesheath change. Someone can already sheath a weapon that is in their inventory while wielding other weapons.

Yes, but then you can't sheath the weapons you ARE wielding, say to avoid annoying a Tribune, or to hold something else to use.  This way you would be able to have four weapons sheathed at the same time.

I am so f'ing proud of this community its unreal.

Not only did we hit the deadline, we did it without getting the thread locked.

Folks, heres to ya.

Yeah, I've been pleasantly surprised. Here's to Celerity, such a champ.

To Celerity!

So exactly what was summited?

On 3/3/2017 at 1:57 PM, Celerity said:

We submit the maximum of five changes allowed as follows:

  1. A player may doublesheath without removing weapons. This doublesheath occupies new sheath slots, allowing for four sheathed weapons.

  2. A list of racial tweaks as follows:

  • The removal of the innate bonus held by vampires that provides a bonus against paladins.
  • Halflings deal increased damage with daggers and swords.
  • Half-elves receive +1 wis and +1 con.
  • Stone giants receive +1 dex.
  • Duergar receive +1 int, +1 dex and +1 con.
  • Dwarves and duergar receive the alcoholic perk for free as an innate racial bonus.
  • Gnomes and halflings receive the addict perk for free as an innate racial bonus.
  • Faerie thief traps have +2 spellvl.
  • Gnomes may select an additional thief mechanism.
  • Gnomes automaster ranger staff, bowyer and fletcher skills (103% max prof).
  1. An automatic monthly cabal number and race/class distribution report will be displayed on the forum and/or website, similar to what @Anume currently posts occasionally. Another report that offers a visual comparison over time (incorporates previous reports) in raw numbers (for both cabals and race/class) will be produced. Finally, a visual comparison of race and class distribution as a percentage of the playerbase will be produced for each month. A history of these reports will be kept and made accessible.

  2. Pmotes, smotes, and emotes will be logged and and replayed by the replay say command.

  3. Berserkers will have their hit/dam diminishing returns lessened.

This list.

Urgh I took like a week off and missed all of this.  Don't see anything done with herbs, Super Annnnnoyyyyyed!

One of the reasons for this test, other than what @Celerity already correctly interpreted, is to prove that it's nearly impossible to make everyone happy.

You, @Izzy might want an herb change. The other 50% of the player base disagrees, strongly, that anything should be done with it. So why should it be done?

Why should any change that people disagree with be done?

Essentially, what I'm saying is, I make changes according to the balance that I see and the rest of the Immortal Staff sees. We include the player's voice, most of the time, regarding hot topics such as the herb one. But unfortunately, no matter how I intend to go about it (leaving it be or tweaking it) I'm going to piss off half of you to a disgusting degree.

@Erelei I get it.  I saw the post late, so no big deal.  Just annoyed.  I am happy to see changes.  So good job everyone.

Actually, this change idea worked exceedingly well. In regards to player involvement and commentary. Personally, I would love to see the model repeated on a semi regular basis.

Unfortunately, I feel that part of the reason it worked so well stems from the fact that we ALL understood two simple facts. The deadline needed to be met, and we needed to agree. Therefor, if repeated in the future, I feel the only way we will be as successful is if once again E presses us for time. Maybe 72-96 hours instead of 48 would insure less players miss out on getting their suggestion/opinion in.

As for herb changes, as near as I could tell, Cel went through the ideas/suggestion forum and listed those people already seemed to agree on to some degree. Our time was extremely limited Celt chose wisely not to allow us to waste time arguing, the same old arguments. It only took one vote NO, to kill a suggestion Izzy. The trouble with herb changes, as E stated, not everyone wants them changed.

Herbs are for everyone, melees and mages, we could change how they work if we could agree they are not working fairly. If you desire proof, I summon to your memory a certain herb that affected mages with "slow". It was changed, because people agreed. To make further changes someone needs to create a herb change thread that the majority of player seem for, then it can make the list.

If you seek to do this, read all changes regarding herbs, find the least hindering but most affective and popular aspects of each thread. Combine them and submit them for everyone to discuss and watch the snowball grow.

I fear it will always be too tough to hash out in regards to herbs.  I just think that they are too easily available.  Though you NEED to know where they are.

 

When you eat a pill you need to make sure you are not hungry to eat it, this can sometimes be a problem, with a potion you need to hold it in combat.

 

My problem with herbs is it gives Melles everything that mages have.  The whole point of being a mage is you get these simple things.  Armor/Shield/Sanctuary......etc.

 

I would have no problem with leaving things as is if it was made more difficult to smoke in combat.  Really is that simple?  It would change the way a Melle had to play.  Would also help Berserkers as well.

 

Yet no one is willing to say "smoking in combat is OP" for Melles because the MAJORITY of our small PBASE plays Melle.  That's the true problem.

 

It's hard enough to land a dispel nowadays anyways.  Don't see why everyone can't just agree.  Put some lag on it, I have lag when I flee and cast Sanctuary.

 

C 'locate' black leaves

 

 

person x has 30!

3 minutes ago, Izzy said:

Yet no one is willing to say "smoking in combat is OP" for Melles because the MAJORITY of our small PBASE plays Melle.  That's the true problem.

This is simply not true.

I have had many fights where I am getting owned with my mage, I land a dispel, this should turn the tide.  Then I watch a dumb trigger just smoke the herb for them.  Resulting in me getting my ass handed to me.

 

@tassinvegeta   You know what I am talking about! :drinks:

Me vs you. I am not dispelling in this environment. You walk in and attack my cabal guard, then I am dispelling you, at EXACTLY the right time.. Why waste time dispelling to watch him smoke? Catch him entering the round, not in between, make him eat the guardians full rage.

@fool_hardy  You cant open with a dispel.  When you do, you pull the front and now taking the blows.  You need to open with a offensive spell, then dispel.  By then you are dirt kicked and taking some heavy hits.