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Post by gloryhound on Feb 21, 2015 0:57:35 GMT -5
A few characteristics of the elementalist population:
(1) There are few of them.
(2) They're shunned, be they rogue or gemmed.
(3) What numbers they do have are further diluted by House Oash.
(4) They're periodically killed off when summoned by templars to help fight the latest natural/unnatural outbreak.
Now, the staff needs a group behind any plot or action before it will even begin to consider allowing something to happen or change the world (assuming it will even consider it at all). Since it's so hard to build up a solid group as an elementalist, they basically can never hope to leave a mark on the world. They just come, wiggle a bit, and go.
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delerak
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Post by delerak on Feb 21, 2015 1:03:14 GMT -5
The fact that they come wiggle a bit and go has nothing to do with them being elementalists and everything to do with Arms complete lack of empathy and collaboration with players.
We all come, type a bit and go. Name one player in the last ten years besides LoD who has had any lasting impact on the game.
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delerak
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Post by delerak on Feb 21, 2015 1:06:27 GMT -5
let me clarify my post since people will take it out of context. By lasting impact I mean something along the lines of new clans, a city or settlement founded/formed, or changed anything about the game besides submitting some mastercraft items.
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Jeshin
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Post by Jeshin on Feb 21, 2015 1:33:50 GMT -5
The south currently has something called 'the players' which use code phrases and yada yada. It's basically a Templar sanctioned gicker specials team (like the dozens before them that have existed) except the Templar in charge of it has gone to create a psuedo clan around the project and make it into at least an interesting RP opportunity. So gickers can band together and do stuff and in reality a lot of rogue sorcs get rogue gicks and have 3-6 people RP out in the wilds in some of the more remote safe quit spots. I knew one such group that actually 'fought' a little with Allanak who sent raiding parties to wipe them out in the last 4 ooc years.
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Post by gloryhound on Feb 21, 2015 1:47:26 GMT -5
From what I've heard, the Players are already gone and so is the templar who sponsored them.
EDIT: Did the Players change anything in the world? Was one line of room description altered? One item? I don't believe so. Dust in the wind.
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Jeshin
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Post by Jeshin on Feb 21, 2015 2:14:38 GMT -5
I'm as disappointed with ARMs lack of continuity and change as the next person but that problem isn't exclusive to gickers. You can probably count the people on one hand (for each ooc year) that make any changes to room descs or whatever. That isn't really grounds to disqualify coherent and passable attempts by players to form sub-organizations which are successful during their time.
Example - Elrum and Dalen started volunteer patrols, which led to Citizens call, which both ended after 18 months. The idea was later brought back by Raleris which was then transformed into the levies by staff. Did Dalen or I change the world? No, but for a time period we had a successful 'thing' going on and it was enjoyed by those that enjoyed it.
TLDR - The players (if they are gone) were an example of a gicker group that was done reasonably during its time. And your post was specifically about not being able to build up a solid group of gickers. Because no one leaves a mark on the world. No one.
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Post by Deleted on Feb 21, 2015 2:59:47 GMT -5
Well, a few players besides LoD have had a lasting impact, but definitely nowhere near enough for a genre of games where the ability to have a lasting impact should be a defining characteristic of the game. I'm pretty sure just about all the other RPIs have allowed players to open shops, start clans and other things like that. Armageddon has always been perplexingly rigid, and it always felt to me as if staff refused to acknowledge that a player's ideas could be good enough to warrant a permanent influence on the game. It always had that air of jealousy and mistrust from staff, which is incredibly unhealthy for such a game.
This really has nothing to do with elementalists, though. They at least have (or had? Wouldn't surprise me if it got Nyr'd) the opportunity to become half-elementals and other fairly extraordinary shit. For the vast majority of players, the ceiling is basically something like Byn sergeant or senior merchant, which is really fuck-all when you think about it. Elementalists tend to die because they actually have the capacity to do unusual things and thus put themselves in danger whereas most other roles are so bereft of substance that you can live forever simply by virtue of the fact that nothing ever happens to you and you don't have the freedom or ability to attempt anything really noteworthy.
By the way, "changing room descs" is a pretty poor metric for impact. I'd wager that has actually been accomplished a number of times, just never in any way that matters. When I think of it, I'm actually a little startled to realize that in the decade that I played Armageddon, literally no player has ever been able to do anything that genuinely changed the gameplay, as in the way you actually play the game. No new types of roles (think stuff like Tuluki liberation rebels) have come about as a result of player actions, no world-altering events have sprung from player initiative. The closest thing would be the SLK as they somewhat influenced the nature of the Tablelands, but even that was very modest and didn't last in the end.
Staff aren't much better in that regard, granted. The game itself, the gameplay, the types of characters available to you and the areas you can play in have, in my ten years of playing, only changed in one way: removal. A number of roles have been culled (stuff like gith, halflings, gladiators) and a few areas have been shut down (e.g. Under-Tuluk, Red Storm East) but the game is played in precisely the same way as it was when I started back in 2005. I genuinely don't think any major, lasting game-altering event has occurred since the occupation/liberation of Tuluk and Luir's. Ever since then, events have been temporary, e.g. the Copper War, or inconsequential, e.g. the volcano, deluge and black moon bullshit.
Armageddon has not progressed as a game in ten years.
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Post by Deleted on Feb 21, 2015 3:27:42 GMT -5
When someone starts to, it gets shut down on a meta level by admin+.
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delerak
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Post by delerak on Feb 21, 2015 3:55:58 GMT -5
I'm not talking about the gameplay. I'm talking about doing something. Whether that something is contributing to the world by building a shelter for homeless kids in naks commoners quarter, or burning down one of those wooden huts in friels rest. Those two things could easily happen but never will.
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jkarr
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Post by jkarr on Feb 21, 2015 4:30:59 GMT -5
hey delerak even tho @oldtwink is fairly new to the game compared to some of us i dont think hes disagreeing with u in that it sounds more like hes trying to find a way to phrase it that wouldnt include minor technicalities like getting to add a single line to an item or room desc or something all the shit ur saying i think is in line with the thrust of his point which just expounds on ur original one: no real lasting impact on pcs
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Post by gloryhound on Feb 21, 2015 6:14:51 GMT -5
That isn't really grounds to disqualify coherent and passable attempts by players to form sub-organizations which are successful during their time. TLDR - The players (if they are gone) were an example of a gicker group that was done reasonably during its time. And your post was specifically about not being able to build up a solid group of gickers. Because no one leaves a mark on the world. No one. The Players weren't formed or led by magickers as I understand it. They were the product of a templar's efforts to vex the "pad-swingers" of the North. And their only legacy was more bitching about magickers being overpowered. They were really just an extension of non-Oashi gemmed being templars' tools. My point was that it's especially hard for elementalists to leave a mark on the world. Can anyone name one? It don't believe it's 100% impossible for mundanes as Delerak says, but I do agree it's close to it. And I agree that Arm has not progressed as a game for ten years. There would still be some satisfaction in a simple change to a room's description though. Like carving a rune of Ruk in a pocket of a canyon, for example. Something people could witness ever after and wonder about. Something to show that character ever even existed.
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Jeshin
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Post by Jeshin on Feb 21, 2015 9:25:01 GMT -5
Oh I didn't know we were stipulating that everyone in the group had to be an elementalist... Then yeah it doesn't really happen. Normally there's a sorc or a nilazi or blue robe at the center of gicker groups. Not sure why that's a problem, but then you are right insofar as I know.
EDIT - Honestly it seems like the majority of your complaint applies to the majority of the population not just elementalists. Competent fighters in city states will normally be dragged into templar/faithful missions to fight or whatever normally to a suicidal degree. I know very competent fighters in the north got pulled into anti-gicker activities and kryl hunts galore. The most common death in the north is also the mighty carru which kills people fast enough that you can pretty much safely ignore learning anyones name for X number of days after meeting them if they're new so the turn over is high. And like everyones said, no one leaves a lasting impact on the game elementalist or otherwise.
Like can you give an example of what you think the thing you're asking to happen would look like and do?
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Post by Deleted on Feb 21, 2015 13:37:09 GMT -5
I had one that was all elementalists for a while, around Nil (the whiran) but was told that I shouldn't be doing that, so I started recruiting mundanes as well. And then they emailed the other elementalist leading the group and told us both to stop recruiting. It was RL YEARS before that other player came back to the game.
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Post by gloryhound on Feb 21, 2015 20:04:27 GMT -5
Like a band of Rukkians and Vivaduans finding a remote, venerable place and carving a temple out of the rock there.
A trio of Vivaduans healing and reviving the Clear Waters Oasis.
Elementalists working together and researching over a long period to discover a way they can meld their magicks, creating a new effect. For example, a Vivaduan casting with a Whiran to create a rainstorm. Enhancing the magick system to support this. (Instead there are no paths to even learning the other reaches, they have to be awarded by the staff to someone first).
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Post by Deleted on Feb 21, 2015 21:27:47 GMT -5
Like a band of Rukkians and Vivaduans finding a remote, venerable place and carving a temple out of the rock there. A trio of Vivaduans healing and reviving the Clear Waters Oasis. Elementalists working together and researching over a long period to discover a way they can meld their magicks, creating a new effect. For example, a Vivaduan casting with a Whiran to create a rainstorm. Enhancing the magick system to support this. (Instead there are no paths to even learning the other reaches, they have to be awarded by the staff to someone first). but but but... that might make magickers good at something mundanes aren't, thus making them more useful for nonmundane stuff and freeing up mundane shit for mundanes.
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