Kronibas 2.0
Displaced Tuluki
this account will go inactive once I hit 420 posts
Posts: 389
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Post by Kronibas 2.0 on Jan 14, 2015 22:35:21 GMT -5
I believe Laura Mars or maybe Angela Christie(Christine?) did it in around 5 days played as a test, once. Yes they were twinking. But the point was that Mundanes skill up FAR slower than mages. Even if you aren't twinking.
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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 Jan 14, 2015 23:00:39 GMT -5
It's generally widely accepted that magic is powerful of course in every setting this is true. A levl 20 wizard for the most part withh PWN the fuck out of a level 20 warrior depending on the circumstances. BUt spells are no joke.. however the difference is that warrior can ROLL to dodge that fireball or what have you. So it's unfair that Arm doesn't allow realistic things such as this to happen. You can't dodge any of the offensive spells? I can't block the lightning bolt with a lightning-resistant shield made from the hide of a strange lizard that lives deep in the mantis valley? Stuff like this would just be plain cool. But nope.
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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 Jan 14, 2015 23:01:37 GMT -5
I didn't type it above I was referencing D&Ds systems of course. There are save rolls against almost every type of magic and you could roll that 20 to resist a far more powerful magic spell and then close the distance and chop that necromancers head off.
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Deleted
Deleted Member
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Post by Deleted on Jan 15, 2015 0:45:52 GMT -5
Some magick builds are really powerful, some are not. They are not designed to be on a par with mundane classes, by definition. It's not a guy with a sword that broke the world. It was a fucking wizard. Every large, devastating event in history is the result of magick in one form or another. To believe that someone with a sword should be able to equal that is patently ridiculous. That said, there are some guilds which are much more combat capable than others, as far as mages go, too. Yes, your krathi/whiran/ruk is scary, simultaneously, for a mundane, that nilazi is not much at all to go up against, and that viv is going to be easier to cut through than hot butter unless they're fully branched and have a cool headed, experienced mage player behind them. It is what it is.
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Deleted
Deleted Member
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Post by Deleted on Jan 15, 2015 0:47:48 GMT -5
Well, really any mage guild is fucked even without poison if you can reel lock them, too. That's how I killed my only pc kill ever. They got away the first time, so the second time, I set a trap to reel lock them so they couldn't escape before they bit it. It was effective.
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alleys
Clueless newb
Posts: 87
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Post by alleys on Jan 15, 2015 4:32:21 GMT -5
ARM is not D&D 3rd edition. With every class balanced with strong and weak points and so.. Magickers are OP in hack&slash sense but that's not a problem, that's a choice. On the other hand, they are very difficult to deal with in RPI game mechanics.
- There are really bad roleplayers who will twink and unneccesarily turn game into a hack&slash one. One after another, revenge characters, powerful magickers just PKing others, etc. I hate the idea feeling IMMs breath at my back constantly but I can not think of another way. Maybe just all magickers be sponsored roles or like that?
- It's really hard to balance the game when a magicker group unites. I remember a post LoD from 2004s about dangers of elementalist/sorcerer/psionic groups to the game. In setting sense, there are very powerful virtual groups and even Sorcerer Kings. So when a group comes into existance and takes down a few really powerful figures down (templars, elder elf tribal, etc.) probably those virtual powerful beings would cut them down for fear of they may lose status to those groups. On the other hand, there is of course playability issue. Noone should cut powerful magicker PCs to down without a good reason. So solution would be slapping PCs to stop PK just in sake of OOC reason, or force them store or bring up an NPC(I saw some using word 'avatar' in this forum) to treathen them or kill them.
Magickers are OP in hack&slash sense and for me that's great. I really would like to see them even more powerful in magick sense. You know, to the limit a mundane could not kill any magicker when prepared. But there is the issue of RPI MUD in general, and can not decide what would be best thing to do when a group unites and begins to change world unrealisticly. There must be magickers around maybe thousands of years old. They would not, or realisticly should not, sweat while killing a 30 years old whiran. Why would they want the world they are totally controlling to change anyway?
I wanted to add: Especially after reading this forum, I begin to have a feeling giving players some level of trust calling it karma, then letting them play that powerful PCs without direct IMM interaction seemed to me a really tough choice. It requires too much effort. Maybe ARM is so popular and has a good playerbase because of Karma system and magickers, I really don't know. On the other hand, I can not see any easy way to balance virtual powerful levels and PC power levels. Maybe best way would be trusting players of very powerful PCs to make some decisions based on OOC reasons. But then, if they don't? Spending days of playtime to a character, and not becoming personal is a hard thing to do. It requires real maturity for PC side and IMM side. Since ARM is 20 years old and still running, system is somewhat working though.
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Deleted
Deleted Member
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Post by Deleted on Jan 15, 2015 12:54:47 GMT -5
I remember that discussion from back then. Some player had a point to prove and twinked a mage up to really high skills (probably not fully maxed, but I think we're talking 8+ maxed spells and almost fully branched) in a RL week. Their point was that this power is too easily gained and the game doesn't sufficiently hinder it. Of course most of the GDB completely missed the point and just slammed the player for twinking, or insisted that there was nothing wrong with the game because "you're not supposed to play that way." When the player made the argument that "if you shouldn't do it then why is it possible," they all continued to dodge the point and post whatever contrived, fallacy-laden bullshit it took to maintain the stance that the game was perfect and shouldn't change.
Magick is too powerful and too easy. It's too powerful because it makes mundanes pretty much entirely obsolete, and too easy because you can max a mage sitting in a cave, in so little time that you can probably do it on your starting food and water without starving to death. Doesn't matter that you shouldn't -- you can, some do, and that has always been an issue. There really can be no justification for making it possible to raise magick skills so rapidly. It's unanimously agreed-upon that you shouldn't do it, there's no conceivable scenario where this feature is beneficial to the game or otherwise warranted, but it stays this way because change is bad and GDB people need to disagree with everything anybody ever points out being wrong with the game.
Mages should not render mundanes useless, but we've all seen it time and time again. There's a battle brewing, but do the city-state's armies handle it? No, four mages save the world. PC soldiers might be brought along out of obligation and formality, but their role is non-existent. Magick overlaps mundane abilities too fully, mages should not be amazing at combat and travel and survival and espionage. Of course each elementalist guild isn't all of that at once (though whirans nearly are), but any given group of mages can accomplish just about anything better, faster, more safely and with a greater chance of success than any dozen mundanes possibly could. This has been staggeringly ruinous to Armageddon, to the point where I'd call the entire clan environment fundamentally broken, but it never changes.
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Post by latrineswimmer on Jan 15, 2015 13:12:22 GMT -5
It should be as powerful as it is imo. But it should progress very slowly. I like that the game world isn't even but I did it in about 4 days before I got my class death spell, not maxed mind you but just going for my yourfucked spells. That's terrible; slower progression would separate mages and have master/apprentice type shit happening not just a bunch of power rangers with the same skills.
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Post by gloryhound on Jan 15, 2015 13:28:40 GMT -5
Some people just won't stop bitching until they're removed from the game so their warriors/assassins/whatevers can finally be the biggest swinging dicks around.
Go ahead and do it. Remove them from the game. Mages are just as helpless to actually change the world as any other character, but with the tedium of isolation attached.
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dcdc
Shartist
Posts: 539
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Post by dcdc on Jan 15, 2015 13:49:42 GMT -5
I always feel those who whine and cry about mages, are just the ones with out the Karma to play them. Or it just means they can't subjugate more players to their shitty role play.
Some GDBers hate the fact somebody perhaps, just doesn't wanna role play with them. Some of them would get rid of all outdoor rooms, and make leaving the gates an insta death with out staff support if it meant more people to look at their 4 line emotes, and 20 line mdescs.
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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 Jan 15, 2015 13:56:10 GMT -5
My beef with magic is simple. It isn't realistic. I made the example of saving throws with D&D. Games need to be balanced but also think about RPI. Realism to me is huge. Why can't I dodge that fireball? Seriously. I've had karma to play mages but I don't play them because they don't interest me and it is terribly unfair that I don't get a realistic saving throw against fireball or whatever other death spell you want to throw at me.
So I can have lightning reflexes and knock arrows from the air and dodge and parry the jaws of a house sized turtle but I can't dive to the side of a fireball coming straight at me? Come on man.
All I've ever wanted out of games are realistic responses to the world and unfortunately here Arm fails miserably with magic.
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dcdc
Shartist
Posts: 539
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Post by dcdc on Jan 15, 2015 14:19:19 GMT -5
That's understandable Delerak, my comment usually aimed at the standard GDB response that "Mages aren't rare enough!" "There isn't enough mage hate!"
It's always along the same lines of "Indies needs nerf, force everyone into clans!"
Which is code for "People seem not to like role playing with my characters, so lets force them too."
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my2sids
Displaced Tuluki
Posts: 341
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Post by my2sids on Jan 15, 2015 14:30:11 GMT -5
Delerak, to my knowledge (possibly wrong) there is something in the code to account for dodging/resistance. It's just as illogical to raise it as most skills in Arm.
OP: The problem with mages and their power is that you become a black hole for plots (forget who said that recently, but goddamn is it true.) I played a tablelands mage a couple years back that attracted worldwide attention because she would threaten to kill gemmed that came into the T Lands. She was more infamous than the sorcerors at the time (lol). Yet she only ever PK'd one SLK delf.
According to the Armageddon Arms Race, though, if she'd only been a moderately powered mage she would have been killed. Once you get "made" as a mage, just like a thief, the hunt is on. Plenty of folks tried to get her despite her sticking to her little area out in the desert.
Not that that is a justification for mages becoming powerful quickly.... But that is the reality of playing a mage.
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dcdc
Shartist
Posts: 539
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Post by dcdc on Jan 15, 2015 15:06:46 GMT -5
Which is a bullshit meta game attitude of those players with out sufficient karma I think.
Every time I run into a "witch hunter" I always think "Sour grapes".
Which might be unfair is someone being legit, but I Can't help but always feel that characters who by docs should fear the fuck out of some witch who can make your head explode, decides "Ya know what! I should fight that thing!".
We can blame staff for this or that, but sometimes Arm's players are fucking lame.
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alleys
Clueless newb
Posts: 87
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Post by alleys on Jan 15, 2015 15:09:44 GMT -5
I always feel those who whine and cry about mages, are just the ones with out the Karma to play them. Or it just means they can't subjugate more players to their shitty role play. Some GDBers hate the fact somebody perhaps, just doesn't wanna role play with them. Some of them would get rid of all outdoor rooms, and make leaving the gates an insta death with out staff support if it meant more people to look at their 4 line emotes, and 20 line mdescs. I whine everytime whenever I see a chance about mage population. oldtwink's post is great by the way. I am not sure if limiting mages is a solution, but I think it's really easiest way to make them special. I had maybe two magickers before, and total of 24 hours maybe. First was rukian, other was whiran or drovian.. I really can not remember. The problem was, my PC was nothing extraordinary. A magicker was something casual to see for playbase. I disliked the idea, and gave up. I think there should be some type of limit to number of supernatural in ARM. They should be valued greatly. But well.. I am not really an experienced ARM player, and really haven't been playing for a long time. But 2003-2006 was not nice about number of supernaturals.
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