nobody
Clueless newb
Posts: 82
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Post by nobody on Mar 4, 2014 21:06:34 GMT -5
Just so you don't immediately throw out the hate cause I'm a Nakki fanboy, but I'm not. I'm a Tuluk player mostly. I don't know if it's the city itself I like better, or it's the countryside surrounding.. but closing off Tuluk I think would be a good step for ARM. Imagine having all GMH families combined into one branch in Nak... they could have upwards of 20+ players all together for the houses like Salarr and Kadius... while there would be more people to buy your goods, I think it would create more competition within, and open up more intrigue for them. You could even open up the more 'specialised' roles they have then as well, like Outriders, Jakar is it for Salarr?... Kadian Falcons? More noble houses could be opened up as well, and instead of one or two other choices for them to RP with, you could have 5+, plus Templars who are -regular-. I get all excited thinking about having so many players in the one area, but it will never happen. Staff have put too much time into Tuluk of late, so it would be a 'waste', and too much work to change.
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delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,670
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Post by delerak on Mar 4, 2014 21:09:01 GMT -5
Tektolnes, an all powerful sorcerer-king that can bury an entire city-state (steinal) with his magick just LOVES tuluk too much to do anything.
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Post by RogueCumSlinger on Mar 4, 2014 21:14:13 GMT -5
Tektolnes, an all powerful sorcerer-king that can bury an entire city-state (steinal) with his magick just LOVES tuluk too much to do anything. *points at the secrets thread*
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dcdc
Shartist
Posts: 539
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Post by dcdc on Mar 4, 2014 21:14:39 GMT -5
Considering he's now dead...
I feel like staff out of pure spite, if they did choose. They destroy Allanak.
I get the feeling that they favor the north in various ways more then just Nyr too.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 4, 2014 21:49:43 GMT -5
Majority of staff are ex-players. What do you think? What do they favor more as ex-players?
One thing is true though, is that Tuluk needs more help to ... not suck.
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Post by lulz on Mar 4, 2014 22:00:36 GMT -5
One thing is true though, is that Tuluk needs more help to ... not suck. Lost cause: it ain't happenin'. Edited to add: the mere concept of Tuluk flies in the face of all that used to embody Armageddon MUD.
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Deleted
Deleted Member
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Post by Deleted on Mar 4, 2014 23:31:09 GMT -5
That's kinda my opinion, lulz. I understand what they are/were trying to do, but they didn't succeed. They just attracted a different type of player, maybe, than would enjoy the regular world to play there. I know of 8 players who play in Tuluk and nowhere else. Because they don't like the rest of the world or it is too hard for them to skill up outside Tuluk. And this isn't a speculation on the reasons. I've asked them why they wouldn't play there because I had considered a family role but didn't want to play there. They told me that directly. (That said, whichever city they nuked, if it was Allanak, so be it but god help the number of players who would stick around, if the wildlife was just safer near the city left and got more dangerous as you got further away, that would remedy that problem) I like that they tried to make it tribal. Snaps for that. I like that the intention of organized (and officially recognized and encouraged) crime exists. Snap for that. I like that they made the Warrens with a wider variety of states than just all run down. Snaps for that. But it's one of those things where ideas that are good in pitch are poorly, poorly executed and become entirely different in practice because some things just don't, frankly, translate as well.
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Deleted
Deleted Member
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Post by Deleted on Mar 5, 2014 0:00:15 GMT -5
The problem is what are you going to do? I mean, Allanak does need an enemy state. Highlord does need an enemy of equal strength. There has to be polar opposites of each other. If we have two Allanaks, identical to each other, it would be boring. Massive out of whack changes would be lame and immersion breaking. So basically, ... the game is stuck with Tuluk. We just have to improve it somehow, so it doesnt suck. I ... dont quiet know how, though.
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CRabbit
Clueless newb
Where have all the escru gone..
Posts: 69
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Post by CRabbit on Mar 5, 2014 0:04:49 GMT -5
Destroy half of Tuluk, shrink it and turn it into a small luirs/red storm sized place with small numbers. Would drive players out, maybe.
I suddenly realized I jumped into a topic without reading anything prior but the one above comment. em shrugs
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Mar 5, 2014 0:40:50 GMT -5
The problem is what are you going to do? I mean, Allanak does need an enemy state. Highlord does need an enemy of equal strength. There has to be polar opposites of each other. If we have two Allanaks, identical to each other, it would be boring. Massive out of whack changes would be lame and immersion breaking. So basically, ... the game is stuck with Tuluk. We just have to improve it somehow, so it doesnt suck. I ... dont quiet know how, though. Does it need that? How many years of the years arm has been open has there been any actual combat/fighting between the two that players were in on?
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Deleted
Deleted Member
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Post by Deleted on Mar 5, 2014 4:35:32 GMT -5
Considering that Tuluk and Allanak are almost never in any actual conflict, I don't particularly see that they depend on each other outside of the very rare occasion when something happens. Note that this happens so seldom that you can play a character's entire life as a soldier and, in all likelihood, never see any kind of action beyond pointless patrols and things like that.
Tuluk could work if its assets were actually utilized, and if its surrounding environment was brought in line with the rest of Zalanthas. Tone down things like the absurdly fast regeneration rate of the Grasslands, the ease of finding food, the mild weather and so on. This could all be done quite easily as a result of some event or other, the specifics wouldn't be important. It doesn't have to be made as harsh and barren as the south, but it needs to be less lenient than it is now as it barely feels like the same game.
Then, once Tuluk actually feels like it's in the same game world and doesn't deter people who care about the setting and thus avoid the place on principle, start generating some conflict and have an actual north vs. south war, something that hasn't happened in over ten years despite ostensibly being a central aspect of the setting. It would be so extremely easy to do, it would draw in almost every player in the game, and yet for some reason the staff has been so reluctant to support any form of warfare in a game that should have it in spades. I don't know why.
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Deleted
Deleted Member
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Post by Deleted on Mar 5, 2014 5:08:07 GMT -5
I could see that being a good way to help things in Tuluk. Frankly, I stopped playing there because the Akai Sjir were and are a flagrant and staff-encouraged flight in the face of racial documentation, and I don't just disagree with it, I think it is immersion breaking as hell.
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Post by lulz on Mar 5, 2014 7:06:22 GMT -5
The problem is what are you going to do? Easy: get rid of the sorceror king concept. Nuke Tuluk, consolidate the pbase and make 'nak susceptible to tribal battles. Bring back Blackmoon, gith invasions,etc.
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Post by lyse on Mar 5, 2014 9:05:25 GMT -5
I still say they should end the"war" plot and open up trade between Allanak and Tuluk. Actually, they should make travel between the two cities easier so materials could be more accessible for crafters, making GMH grow. Get some intercity alliances and conflicts going so that clanned members have something to do, indie hunters and scavengers too. 'Sid will flow and it would also grow player run plots. Could even throw some kind of outside NPC threat to bring that story to fruition, that way it would still be dangerous and challenging to gather materials, but still have that under the surface politicking going on at the same time. Land grabs, skirmishes, exploration....everything would be possible and people still get to play in their favorite city-state.
Seems easy to me.
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Patuk
Shartist
Posts: 552
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Post by Patuk on Mar 5, 2014 11:00:29 GMT -5
I still say they should end the"war" plot and open up trade between Allanak and Tuluk. Actually, they should make travel between the two cities easier so materials could be more accessible for crafters, making GMH grow. Get some intercity alliances and conflicts going so that clanned members have something to do, indie hunters and scavengers too. 'Sid will flow and it would also grow player run plots. Could even throw some kind of outside NPC threat to bring that story to fruition, that way it would still be dangerous and challenging to gather materials, but still have that under the surface politicking going on at the same time. Land grabs, skirmishes, exploration....everything would be possible and people still get to play in their favorite city-state. Seems easy to me. Travel in general, and for GMH's in specific, is ridiculously easy already. Saying 'sid will flow' as if any PC older than a month wasn't ridiculously rich already is silly.
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