Yeah, it's an unreasonable accusation to lay on the CW.
You've got a mishmash of (mostly) newbies wrapped around a core of only a small handful of older, stronger characters facing sponsored roles with immense coded power and near unlimited wealth to hire Byn, assassins, and bounty hunters.
I'll take your criticism seriously when you go live in an unprotected cave with no guards or walls and build up a raiding community to face the Templars, Jade, and Byn.
The real issue with the Crimson Wind having their base of operations in Red Storm is not that the Crimson Wind has a base of operations in Red Storm, but that a village founded by traitorous Allanaki farmers that welcomes escaped slaves and criminals is a 5-minute ride away from Allanak and has been left alone since.
The mysterious Sand Lord holds sway there oooooooo so mysterious! His power is such that the Templars do not simply bust the place up. Don't forget the True Giants and the magick dampening power of the silt oooooooo and spice Kurac doesn't want Allanak to own it because then spice oh no...
Deep corruption, betrayal, and murder lore explains it. Truly deep (like supposedly the Sand Lord has no BG or notes beyond his existence).
I never heard the term gate hugging before. It's not a good idea to fight a group of PCs that are not only aware of you but are aggressively pursuing you. Shooting only works well on a group of unprepared PCs since there's a good chance they won't get into fight mode instantly. If you're being chased, they're already in fight mode and that means shooting in risky. It isn't a good idea to fight a group. If you're a raider around Allanak you can do more than just run to the gates of Red Storm. With just non magic escapes you can run off the shield wall or run into the salt flats for potential hilarity if they continue to chase you. Or just run west and eventually the group chasing you will get held up having to kill some mob like a scrab or tarantula. Don't go west if you're or your mount is tired, going into the salt flats is risky for yourself. Running off the shield wall if you have the climb or magic to do it or running back to Storm are the two reliable safe escape options around Allanak.
The shieldwall is really an epic option, but you're going to lose your mount. Better than dying. However these days there's a wide range of skills available to the opposition (they're not all just warriors anymore) and they can just as easily pursue you with their climb.
One might think so but posion arrows don't seem to be as effective as they once were. Last year I was playing a character that had a good supply of peraine and heramide and I saw a bunch patrol moving someone from Allanak to Luirs and I thought it'd try and stir up some excitement, trying to put some fear into the group by incipacitating their leader. I shot a heamaide arrow and hit, nothing happened. A second shot, nothing haooened. After sneaking around and approaching from another vantage point I shot someone else in the group and again the poisoned arrows had no effect. IRRC archery skill was journeyman, if not advanced.
Either I was very unlucky or something was changed to the way archery and poison works.
Hollup how would journeyman archery be effective enough for that to work with the old code either? (assuming the code has changed)
Afaik you need to do damage for poison to proc, isn't it pretty likely that your shots missed? Was your strength bad by any chance, I believe the to_dam modifier wroks on ranged too, 0 bonus might affect things, negative bonuses even more so. Or maybe this troop was more armored than ordinary?
This is only just one encounter where poisoned arrows failed to proc. All the arrows hit, except one which hit a shield. Strength was good (mul strength), which was vg/exceptional. I'm being vague with the skill levels because my memory is hazy on this particular encounter, but later with master archery poisoned arrows seemed less reliable. <style></style>
sneazy: Started playing with ArmSolo again. Mapping the zones against newer maps and chasm area mostly looks good. If anyone else is using it, I will make a thread and post results. Else, I'll keep doing my own thang.
May 24, 2019 6:47:54 GMT -5
mehtastic: Hi everyone. Back for a bit to catch up on how things have been and talk about Arm with a less angry and more mellow voice. Hope y'all have been doing well.
Jun 25, 2019 16:29:23 GMT -5
delerak: gonna hijack your thread to start a fight..
Jun 26, 2019 2:06:50 GMT -5
mehtastic: Haha. We actually agree more than we disagree, but I'm down to discuss the benefits and drawbacks of multiplaying in general.
Jun 26, 2019 6:05:09 GMT -5
thesandlady: Are the days of 250 unique logins a week long gone, or is there a chance Arm could get back to it's old numbers?
Jul 12, 2019 13:05:29 GMT -5
mehtastic: thesandlady I think those days are long gone at this point. People will say it's because MUDs in general are on the decline, but there are a few text based games that see slight growth. Arm's problems hold it back from player recruitment and retention.
Jul 13, 2019 13:23:07 GMT -5
delerak: arm can get the numbers back up. you need good leaders running clans for one which it seems arm is lacking right now.
Jul 24, 2019 11:52:44 GMT -5
mehtastic: Well, that's partly why I said Armageddon can't get back the 250+ weekly logins days that it used to have: because Armageddon lacks good leaders. I would argue that staff actively suppress leadership and don't give players ways to grow into such roles.
Jul 24, 2019 13:36:11 GMT -5