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Post by BitterFlashback on Sept 16, 2014 0:20:48 GMT -5
So, as of today, sorcerer now only exist as a subguild. And you can only pursue one Path of magick. which is awesome because fuck you playerbase. The game's needed sorc subguilds for a while. it fits with the endlessly retconned docs on how sorcery works. but throwing out full sorcs is a terrible idea. it takes one more threat out of the hands of the players and leaves it in the track-laying hands of the staff. So if you meet a sorc who clearly demonstrates two spells not from the same path, you know there's no point in trying because youre dealing with a fucking imm who is getting their playwrite-on. but Ill be brief for now. this is a thread for discussing the consequences to the world resulting from limiting full sorcs to staff. And also for playability problems from only having one path of magich. This is a sister thread to Sorc hope which about player disappointment about losing sorc as an option.
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Post by metekillot on Sept 16, 2014 1:18:47 GMT -5
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Post by lulz on Sept 16, 2014 1:43:22 GMT -5
I won't lie, I think it was a good decision. That said, the way in which they implemented this change leaves much to be desired.
Leave it to Nyr to decide to just retcon shit and give a big fuck you to people currently playing the guild.
Also, I think it's high time they do the SAME thing to psionicists. They're easily the most powerful guild in the game.
To add AGAIN:
I love Ender's response to Nyr's question of "what would you rather us do?":
"Create an engaging and IC story for those who will be affected by the change that will either lead to their PCs logically easing into whatever transition is deemed necessary or writing their stories to whatever conclusion there may be (death/storage).
That way you create fun for the player to ease what will inevitably feel like a punishment."
Bravo, Ender, bravo. Wholeheartedly agree.
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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 Sept 16, 2014 2:55:53 GMT -5
The most powerful guild in the game is subjective depending on the situation. I fear a maxxed ranger far more than a psion because psions are.. wait.. I should say psions SHOULD be hunted to the ends of the Known and killed by the sorcerer-kings and or templars of those kings. I digress though this is Arm where nothing of the sort happens.
Anyway I won't get too involved in this nonsense. It was a bad idea I think. No reason to take the guild out I don't see any reason why players can kill you with 2 arrows but when they cast fireball it's a big deal?
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Post by metekillot on Sept 16, 2014 3:38:44 GMT -5
Warrior/Combat magick more like "You need two free hands to weave the spell."
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Deleted
Deleted Member
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Post by Deleted on Sept 16, 2014 8:05:44 GMT -5
I'm glad the subguilds are in finally. Not glad full sorc isn't available for players anymore. Full sorc could've been a sponsored role only kind of thing, I hope they consider it after seeing the change in action. But lyse, Nyr wasn't involved in this, so this one thing can't be blamed on him. It looks like it was nathvann and nessalin.
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Post by BitterFlashback on Sept 16, 2014 8:54:39 GMT -5
Im totally on board with ADDING sorc subguilds. just not REPLACING the sorc guild with them. One of the consequences i see is making Arm way more video-gamey. there are enough people who know what spells are in which path to cause people to act differently based on what they see cast instead of being afraid for their characters' lives.
"He just cast demon fire! have a Whiran invis r doods. My WoWmageddon wiki says detect invis isnt in his Path."
"oh shit, she's got enchanted rings bro! Rush her as a group. nobody in City of Geddons has group combat magic and Empower!"
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Post by jcarter on Sept 16, 2014 12:49:19 GMT -5
terrible change imo. sorcerers were an iconic part of the setting. the most powerful characters are sorcerers. the most powerful PCs were sorcerers. nyr kept harping on about how they were near-invincible and only staff were able to effectively deal with it. ok, so what's the problem? he keeps making statements about how there's staff effort going into micro-managing them etc. lol, what? whenever I had sponsored roles or was in an important position, all my shit got handled through email. there was no animations or anything. is that different for sorcerers? were they above getting emails from staff saying "hey if you don't stop terrorizing the allanaki farming villages very powerful templars are going to get mad and take you out." rahneyvn mentions attacking a farm as an example, but how is it any different than if, say, the head PC of the Guild starts killing Jaxa Pah NPCs when they have no players? or if a Kurac family member kills NPC tribals who would normally operate in luir's? staff-driven solutions need to be given to that, although in all likelihood you're going to just get e-mailed warnings or forced storage. why are sorcerers unique cases? some random snippets from the thread- Again, nothing has been "retconned" here. A retcon is a retraction from continuity - in other words, stating that something that previously "happened" did not in fact happen.That's not the case with sorcerers. Sorcery remains unchanged in its power and potential from an IC perspective. The only change is to the skills and spells of PC sorcerers. from what staff described, all current PC sorcerers were affected by this. meaning that they almost certainly had spells removed from them and their guilds entirely changed. unless there was some sort of plotline explaining how their coded power was suddenly reduced, then that's a textbook retcon. So under the right circumstances (read: late-game) a sorcerer was overpowered to the point of requiring direct staff intervention (or as someone else mentioned, sincere hope and faith in a player mistake that would translate into a deadly one for said sorcerer). why is this a problem? why should PCs in game be able to stand toe-to-toe with an actual sorcerer? he keeps bringing up this point, as if balance has ever mattered. When a sorcerer (and as before, magickers/etc pre-defenses) wanted to do stuff, they pretty much had to coordinate RPTs with staff...every time...just so we could provide an appropriate world response. again, this is silly. what are sorcs doing that require staff to intervene? interfering with city-states or major outposts, ok. attacks on big d-elf tribes, ok. beyond that though, i still don't see how this calls for eliminating an entire guild but it's their sandbox. players of magickers and sorcerers managed just fine for 20 years without having staff dote on them. it's weird to me that in a game that is entirely about creating your own fun, staff feels like they are obligated to animate and revolve their time around a guild played by seasoned veterans of the game who are adept at making their own fun. as if sorcs can't find anything else to do besides attack allanak/tuluk/luir's/red storm. Unless you app'ed in advance that you want to play a Sorc who, at a certain point in his life wants to accomplish a, b and c, AND got prior approval, not many Sorc PCs accomplished anything of great importance. how is this any different than any other PC in the game? every player is entirely limited to the following without staff assistance: advancing their character's skills, using their character's skills to make wealth or items, and then using that wealth to trade with other players or IG vendors for equipment, food, or misc items. whether you're a merchant, ranger, water elementalist, etc, that is what you can do with the code. even if you're a merchant house family member, templar, or whatever. you can't add original content to the game and you can't remove content from the game. your accomplishments are completely limited. so why is it a problem that sorcs were limited by the same hardcoded limitations of every other player in the game? I'm primarily displeased with how this change was handled behind the scenes, as the option offered during the changeover made zero sense from a continuity standpoint. It would be wonderful if at least a modicum of regard was shown for the effort and care players have put into crafting stories and characters, as opposed to this Borg-like "assimilate or screw off, then we'll clean up the mess afterward" attitude that I've been perceiving. reading delirium's post made me understand what emperor palpatine felt like when he watched anakin get pissed at the jedi council and hack up samuel l jackson. yes, delirium, feel the it flow through you and come to the posting dark side.
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Post by BitterFlashback on Sept 16, 2014 13:08:38 GMT -5
The most telling quote was actually one of Ness':
if i've seen any trend, it's that PCs are getting less powerful. And it's being made harder for powerful pcs to fuck with other PCs. It's like the imms are trying to compensate for smothering player activity by keeping characters alive as long as possible.
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Post by jcarter on Sept 16, 2014 13:34:19 GMT -5
these big sweeping changes get handed down with ambiguous statements like "how the rest of the gave had been moving". uh, how has the game been moving? i honestly don't get what direction they're trying to take the game in and it seems like they've overall been reluctant to share their 'vision' for what they want. of course players are going to be frustrated when you remove iconic parts of the game without really explaining why beyond "too much work".
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Post by gloryhound on Sept 16, 2014 14:10:28 GMT -5
This seems like a continuation of a general theme: i.e. leaving nothing to strive for.
Wealth? Useless beyond a certain point, and even deemed bad RP if a commoner has it.
Status? Not born into it, Sergeant is as high as you go now. Even those born into it have glass ceilings.
Property? No chance there, for wagons or shops or what have you.
Rare items? (e.g. books, metal weapons)? Nothing out there for the random adventurer except some common grebbing and hunting.
Coded power? Bye bye high weapons skills. Bye bye being able to take on many opponents at once. Bye bye sorcerers now. The thing about using sorcery is that, once you start, you'd better be living in isolation. Whether one is a full sorcerer or quarter sorcerer, it's the same thing. So it's the same deal with less than a quarter of the coded power (no synergy between the different spell types to be had now).
Independent success? Everyone is doing their best to shit on indies.
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Post by BitterFlashback on Sept 16, 2014 14:12:03 GMT -5
these big sweeping changes get handed down with ambiguous statements like "how the rest of the gave had been moving". uh, how has the game been moving? i honestly don't get what direction they're trying to take the game in and it seems like they've overall been reluctant to share their 'vision' for what they want. of course players are going to be frustrated when you remove iconic parts of the game without really explaining why beyond "too much work". Here, I'll explain it. but I warn you that it doesn't make sense. The staff doesnt want to have to do an excessive amount of work. In their minds, making the game react realistically is "work". therefor they are making fewer random elements they can't control (players). So to fix the game they need players to do less or quit. The planners staff will then be the only driving force of change in the game, putting all of the coordination on central planning themselves. But since they are ruling elites unpaid volunteers they will likely be overwhelemd by all of the work mutally-coordinting everything will take, which previously had been done by entrepreneurs individuals required to stay within certain parameters, as they have been in various Communist countries the past. As a direct result of having neither foresight nor hindsight, Armish Socialism Armageddon will bravely march in circles in the prsent. As it attempts to solve small problems (work reacting to a handful of players who shuld reasonably be assumed to be able to alter the world) with big problems (making the world far less dangerous and more dangerous, while simultaneously requiring paperwork for everything but not having time for it). To put it in simpler terms, nobody upstairs is seeing the big picture. the staff are too involved. And because they don't realiz being too involved is the source of their problems their solution is to try to get more involved. Or they get rid of something they ruined by getting too involved in, because it was too much work or became a problem because they got involved. also communism. Eventually the problem will solve itself when arm no longer has a viable playerbase. at no point will the staff, while shutting things down, genuinely consder that the fault my lie with themselves.
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Deleted
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Post by Deleted on Sept 16, 2014 14:31:21 GMT -5
The change is a good one. I'm sure they'll eventually allow players to play full on sorcerers again, they'll just tighten restriction on who can play them via special applications. In the mean while we've got multi-class sub-sorcerers which is awesome.
The delivery could use some work. I wonder if anyone on staff is in sales.
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Post by BitterFlashback on Sept 16, 2014 14:52:59 GMT -5
You're the first person in favor of this change to say so on these boards. Why do you favor it? (also, if you commented on the gdb thread as well, avoid writing anything that would identify you.)
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
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Post by punished ppurg on Sept 16, 2014 15:22:05 GMT -5
They very definitely were nerfed / ruined, but I can almost understand the reasoning behind the change if I squint hard. Armageddon is an RPI, and inter-player conversation and whatnot is deemed pretty important by those on staff.
The staff saw that those who played sorcerer were content to dick off into the wilds and max themselves, and pretty much shunned player interaction. This was mostly because a player with a sorcerer character was stupid if he felt like risking his 8 karma or so with a suicidal, not powerful presence. In reaction to that, and in order to allow sorcerers to interweave with more players, the staff has given sorcerer characters a forced main guild choice, so that they have some sort of "cover" and capacity to act normal, instead of withering into underpopulated areas.
In my opinion, it's a good nerf. The whole wet dream fantasy about being a super powerful, death slinging sorcerer was never going to fly in the current forecast anyhow. Quarter-sorcs might get their karma requirement lowered, and then soon enough there'll be groups of two or three quarter-sorcs helping each other out, and interacting, I bet.
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