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Post by supahotgal on Jan 24, 2017 12:48:58 GMT -5
There's been a helluva lot of changes in Arm recently (Ranged weapons all have different categories, staff are rewarding players with a ton of stuff for running their OWN plots [Custom tats/scars, skill bumps on their next chars, etc.] via a raffle, and a holy hell full of other stuff). So because of these changes, I was wondering a few things on the guide and how I should go about with it.
1) Because of Tuluk being shut down by staff, would you recommend I were to start hunting around the same area as Tuluk anyways, or at another place by Morin's (Northie replacement area)?
2) If you start off with a sub that has parry from the get-go (i.e.: Guard), when could you figure out the point where you've managed to graduate from phase 2?
3) There's been a huge update with ranged weapons (X-bows, bows and slings are all part of separate skills). Is the change going to have an impact on my ranger and how she branches?
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Post by desertman on Jan 24, 2017 15:40:58 GMT -5
First, I'm not sure how "down" I am with the idea of giving people rewards for running plots who wouldn't normally have ran plots. I REALLY hope someone didn't think that was a good idea. Basically, I like the product, I'm just hoping someone up top didn't actually do this with the hope of it getting people who normally wouldn't to start running plots. Instead I hope they were smart enough to realize that is a bad idea, and that in reality this is just a reward system for people who already would have ran plots to begin with...which is great.
Your reward should be that you enjoy running plots. With that being said, I honestly don't think many IF ANY people will actually run plots just to get rewards. At least, I hope they don't.
The last thing I want to see are some plots put together by people who are only doing it for the rewards on future characters.
It stands to reason that the quality of plot produced by someone just doing it for the reward will not be worth even showing up for.
With that being said what I expect to ACTUALLY happen is the same people who would have ran the same plots anyways will still do so and just be rewarded for it. (Which I'm fine with and I think is great. Good for them.)
1) Yes, training a ranger is still easier north of the Shield Wall. It just is.
2) No comment.
3) The way this code works is that you can't use a sling to get better with a bow the way you once could. This is important. It means actual archery will in theory be harder to get good at. That's really the only change honestly here. People who were going to use crossbows are already few and far between. A sling still makes you good with a sling. The only REAL difference that matters? You can no longer us cheap rocks to get good at using a bow. (Great change IMO.)
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punished ppurg
GDB Superstar
Why are we still here? Just to suffer?
Posts: 1,098
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Post by punished ppurg on Jan 24, 2017 19:25:51 GMT -5
2) If you start off with a sub that has parry from the get-go (i.e.: Guard), when could you figure out the point where you've managed to graduate from phase 2? To comment where Desertman don't dare You branch parry from dual-wield around high (advanced), low (master). When you see dual-wield tick into (master), that's when you'll know. This guide is from an old of era of where trying-hard in Armageddon was somewhat enjoyable. Go far, ye who would still adhere to this meta.
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Jeshin
GDB Superstar
Posts: 1,515
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Post by Jeshin on Jan 24, 2017 22:23:21 GMT -5
I'd actually be interested to go through the announced changelog and compare it to the metaguide to rangers... There was a joke/theory back when this was publicly released and discussed that once the techniques and thought processes were documented and agreed on by enough people that the staff would design around it... Which actually isn't a bad thing, but if they have then you'll get mixed probably counter-productive results.
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baobob
Clueless newb
Posts: 119
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Post by baobob on Jan 25, 2017 4:28:23 GMT -5
The fact that staff changed the animal stats, going so far as to create a new nerfed race for stilt-lizards to decrease the training opportunities for them, supports Jeshin's point.
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Post by supahotgal on Jan 25, 2017 16:48:01 GMT -5
The fact that staff changed the animal stats, going so far as to create a new nerfed race for stilt-lizards to decrease the training opportunities for them, supports Jeshin's point.
Staff seem to be cutting off every single benefit from players. God.
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Post by jcarter on Jan 25, 2017 18:15:09 GMT -5
you would think that staff which harp on focusing on story/plot/roleplaying over skills would put more effort on doing that rather than monitoring internet boards they don't like and implementing changes to block characters from skilling up too easily.
what does splitting up archery into four skills actually accomplish? who saw this and said "wow this is a problem that needs to be fixed"
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Post by supahotgal on Jan 25, 2017 18:59:48 GMT -5
I think the best thing to do to solve this situation is at least have a few players updating the guides consistently, cause eventually staff would adapt to the flaws of the older guides and would just modify the game accordingly. That's my impression for what's being told in this thread.
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Post by BitterFlashback on Jan 25, 2017 19:36:37 GMT -5
what does splitting up archery into four skills actually accomplish? who saw this and said "wow this is a problem that needs to be fixed" It forces you to grind longer to improve overall role playing. Obviously.
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Post by fatfinger on Jan 25, 2017 19:52:22 GMT -5
you would think that staff which harp on focusing on story/plot/roleplaying over skills would put more effort on doing that rather than monitoring internet boards they don't like and implementing changes to block characters from skilling up too easily. what does splitting up archery into four skills actually accomplish? who saw this and said "wow this is a problem that needs to be fixed" Outside of the obvious 4 times as much work to skill up it does do one thing that I actually appreciate. By dividing up this skill into 4 skills they can hand out ranged abilities to more classes. Burglars with archery doesn't make sense, but burglars with crossbow/blowgun do make sense. Hopefully they didn't just give all of these to rangers (they probably did), but it does give more skills to split up between the guilds, and let's be honest Burglar and Pickpocket need any help they can get. It also allows them to change how things branch. You might start with archery and eventually learn crossbow. For those of you still in the game, which of the skills did your guild get.
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Post by fatfinger on Jan 25, 2017 19:54:16 GMT -5
what does splitting up archery into four skills actually accomplish? who saw this and said "wow this is a problem that needs to be fixed" It forces you to grind longer to improve overall role playing. Obviously. I mean, skill timers are still a thing. If you want to grind like no tomorrow, buy a sling, bow, and crossbow and take a few shots with each. You're already going to want to be shooting at something that you're very unlikely to hit because of the prohibitive cost of arrows/bolts anyways.
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Post by supahotgal on Feb 2, 2017 14:33:08 GMT -5
I still couldn't find the water source mentioned in the OP, northeast. My girl almost died out there cause I couldn't find it.
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Post by magickanks on Feb 4, 2017 16:36:42 GMT -5
Rangers. They are so lovely to play. Very easy to fuck someone's day with early too.
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ibusoe
Clueless newb
Posts: 176
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Post by ibusoe on Feb 8, 2017 10:56:33 GMT -5
Staff efforts to combat twinking involve mostly a series of code/rule changes. This is bad policy. This merely encourages the twinks because you've given them a new puzzle to unravel.
Most twinking is a result of immaturity on the part of the player (which corrects itself over time as individual players mature, but never really goes away because new teen-agers are constantly wandering in) or player bordedom, for which the solution is to make the game more fun. If the game were massively fun and character abilities were pretty much irrelevant to how much fun individual players were having, players would give up on twinking. That's better policy.
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Post by fatfinger on Feb 8, 2017 14:08:39 GMT -5
Staff efforts to combat twinking involve mostly a series of code/rule changes. This is bad policy. This merely encourages the twinks because you've given them a new puzzle to unravel. Most twinking is a result of immaturity on the part of the player (which corrects itself over time as individual players mature, but never really goes away because new teen-agers are constantly wandering in) or player bordedom, for which the solution is to make the game more fun. If the game were massively fun and character abilities were pretty much irrelevant to how much fun individual players were having, players would give up on twinking. That's better policy. Or, you know, just achievers. Maybe they just really want that advanced weapon skill and keep dying before they reach it. And that's not to mention the Killers who are just grinding so they can start fucking with people. en.wikipedia.org/wiki/Bartle_taxonomy_of_player_types#Achievers
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