jjhardy
Displaced Tuluki
Posts: 288
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Post by jjhardy on Jun 5, 2013 13:14:13 GMT -5
Did I miss something? I thought they scrapped the plans for the new ARM 2.0
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Post by lulz on Jun 5, 2013 21:08:04 GMT -5
Did I miss something? I thought they scrapped the plans for the new ARM 2.0 From what I could see, only one person brought up 2.0 and they mentioned there being "no plans on the horizon" or something to that effect. Like a bumbling gaggle of twats these people wasted a number of years on a game they will never even release. Classic.
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Post by hambonius on Aug 7, 2013 23:22:22 GMT -5
Well traveling is certainly much easier than it used to be. I think if they put things back in place like fire ants and gith warbands that roam around in packs and kill the shit out of anyone who isn't in a group or sufficiently sneaky/hidey it would discourage just free traveling around. It used to be truly scary to go outside even with a decent amount of skill under your belt. Also agreed there's too many magickers in the world. Needs to be a set amount, very small set amount in my opinion. Would stop people from just making magickers and oocly being buddies and rolling around together spelling each other up and that kind of non sense. For a world that's supposed to hate magick and be low magic there sure is plenty of magickers with an entourage of buddies.
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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 Aug 10, 2013 21:28:23 GMT -5
Ugh. Where to begin with Tuluk. It's a clusterfuck to old timers.
When I started playing back in '98-'99, Tuluk was occupied by Allanak. I just missed the war and all that. Anyway the biggest beef I have with Tuluk is the fact that it became such a power house so quickly. After the rebellion (which was awesome) Tuluk was given everything. Instead of resorting to a bunch of ad hominem I will list logical reasons why Tuluk is the city of nubs.
1. The templars. This is a self explanatory. Tuluk was given special code specifically for their Jihaen templars. This is downright favoritism at it's finest. Never before in the entire history of the world had there been this secret martial arts bullshit that somehow manifested itself after the rebellion. A templar is a templar is a templar. So yeah they ruined the whole point of templars by doing this. I won't even get into Lirathans...
2. Politics. The whole political system of Tuluk is unrealistic. We're nobles but we're not nobles thing makes no sense. The fact that commoners can become nobles makes no sense. The subterfuge that everyone praises the city for is nothing more than a bunch of players that coordinate oocly to exterminate anybody who doesn't conform to their ivory standard of sit around in a tavern all fucking day capitalizing your "his's and your faithful'ses" it all just reeks of complacency, there is nothing original there, it is all taken from RL sources.
3. Allanak. Yes this is a serious problem for Tuluk. Allanak is the fucking shit. It always has been and always will be. It -feels- like zalanthas. It has way better roleplay for the most part. The rinth is a host to some of the best (and worst) players in the game at times. The nobility is fucking nobility and we all know it. The templars are corrupt and will take bribes. Nak is and always will be the games original city-state. It is based off darksun Tyr and it really feels like athas in 'nak.
4. Fuck-mes. There are more F-Me pcs in Tuluk than anywhere else in game. From their unrealistic ivory teeth or their perfect hair and manicured nails. Whats the point of a being poor commoner when you look like a fuckin noble? Whatever.
5. Music in an illiterate world. Nuff said.
Many more I'm just too busy to keep typing.
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jjhardy
Displaced Tuluki
Posts: 288
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Post by jjhardy on Aug 12, 2013 13:21:01 GMT -5
ROFL, that is some seriously funny shit D
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Post by blasphemy on Aug 18, 2013 21:10:33 GMT -5
Point 1, I agree with. If young Jihaen are well-versed in their mystical martial arts, then shouldn't a Bynner who has spent most of their life training have the same fighting ability? 2 is a little iffy. The way I see it is the Nobles are kind of a kiss-ass club, in character. The Templar have all the real power, while the nobility (Hlum and Surif) stand as the temperature gauge for them. I think I prefer the idea of the Tuluki government over Allanaki, but Nak is way more fleshed out and stable. 4. Agreed. I wonder if anyone tried to mastercraft toothpaste? 5. Music in an illiterate world exists. Oral traditions and stories were shared through song way back in the day.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 18, 2013 21:31:31 GMT -5
In reality. Some of the characters in Tuluk are very involved in all kinds of plot. But unfortunately, they are a little more inclined to keeping things secret and within the cliques. It's that whole subtlety thing. Very often it's done in a way that is totally nonconstructive.
Others are not at all involved in plots. They still want conflict though, so they lower their conflict to ganging up on occasional individuals that appear that much sharper and brighter then they are. Often enough those individuals look around, realize how petty the sniping they get is and 'poof', suddenly they're making shit happen in some other city.
Unfortunately, the staff cannot be blamed for how Tuluk is. The way Tuluk is, is "entirely" a player problem. It happens. Sometimes Luirs becomes ridiculous, when a good portion of their native playerbase is stupid. It often results in a sudden loss of body count. Sometimes Nak becomes ridiculous, when they get one or two Templars that are stupid, with a sargeant that's even dumber, and none of other forces to even things out. Often that results in a sudden loss of body count. Merchant houses suddenly become less active in Nak, more active in Tuluk. Byn transfers elsewhere and is less visible. Delf population increases, etc. Oddly, this phase hasnt happen in Nak for awhile now. Labyrinth sometimes gets stupid when the people there solve little conflicts with killing and nothing else. Only thing is that Tuluk's been lately unable to get out of its ridiculous phase. Maybe it's because Tuluk's Lirathans are so long lived and capable of affecting plots personal without risk, the playerbase recycling is sluggish there? I dont know.
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Post by blasphemy on Aug 18, 2013 21:38:54 GMT -5
I believe Tuluk is as it is because it truly is the city for new players. Imagine; you've just gotten introduced to the idea of MUD's as a whole. Where would you rather play? The help files make Allanak out to be a cut-throat militaristic city whereas Tuluk has culture and plantlife. Tuluk 'seems' friendlier, therefore it sees the most new attention.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jan 15, 2014 22:29:45 GMT -5
Tuluk has always been shit. The place is antithesis to roleplay. Some good players occasionally give it a shot, usually in sponsored roles, but the common populace largely consists of newbies because veterans quickly discover how weak the place is.
It's a city whose entire fundamental concept is to ignore things and not talk about anything sensitive that happens. That's so starkly unconducive to roleplay that it boggles the mind. It might work if it were a book or a movie, but for a fucking roleplaying game where interaction and participation is everything, a city where everything is swept under the rug is just a staggering failure of design. People have never known how to play in Tuluk because you have to either completely defy the documentation or completely shit all over the things that make a roleplaying milieu work. On top of this, the place is far too easy and safe to play in, leading everybody to be self-sufficient and wealthy and out of touch with the game's setting. The place has always been a joke amongst players in the know.
The vast majority of Tuluk's PC population has always consisted of fatally boring, empty characters who just carry out some arbitrary job and go sit in the tavern at night, talking about nothing and contributing with nothing. If you look back through the unofficial history of the game (alive in the memories of the players only), almost every noteworthy character and interesting event has originated somewhere other than Tuluk. The liberation was an interesting part of the game's history, but nothing has ever been relevant or significant since then. It's a blemish on the game and a safe haven for those who cannot deal with what the game is really about.
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Post by musashi on Jan 19, 2014 0:51:12 GMT -5
Oddly, I was never attracted to Tuluk as a newb. I made a Nakki assassin and was instantly hired to assassinate a Templar (after being sold a 300 sid flint knife with which to do the deed.) I'd probably played nearly a year before I played one character there -- it was weird, so I charged into the forest, got halfling'd, and rolled up a Nakki.
I think there is a place for bardic proclivities in the MUD, just not full-blown bards. I would love to see more "warrior poet" type characters; characters who've seen a few battles, lost a few friends, and can dole out a sad tune, poem, or story about it. That compliments the game if done well. (Think "Rains of Castemere" from Game of Thrones - an ominous and eerie song invented to remind everyone how bad-ass the Lannisters are.)
My problem with bards comes when you have a large amount of players who resort to it as their first line of work. (ie Tuluk and their god-awful bardic circles.) It's a harsh, parched, starving world in which people fight everyday for their survival -- and yet a significant portion of commoners can afford to buy expensive, carefully tuned instruments and sit on their ass all day without developing a single, USEFUL survival skill? Kankshit. My characters all look down on these types as being unfit for survival, or being focused on unimportant things. Even my Tuluki's (few and far between) view bards with indifference at best.
A mercenary singing a sad, drunken song to his lost comrades - perfectly Zalanthan. A commoner in silks playing a ivory harp and singing about flowers - should not. exist. anywhere. The fact that these characters exist and flourish in abundance in Tuluk is all the reason I really need to avoid the place altogether.
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Jeshin
GDB Superstar
Posts: 1,516
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Post by Jeshin on Jan 22, 2014 7:25:00 GMT -5
In defense of the Tuluki bards it makes as much sense as Merchant Houses existing. The Circle Bards are basically the history keepers of Tuluk and propaganda masters. The Faithful want people to be vehemently anti-gicker and mistrusting of Nakkis. Bards go forth and play songs about gickers jacking babies and nakkis taking shits on your moms chest. Lets also not forget that 3 of the circles Groot, Irofel, and Rusarla are all very survivalist and heavy on travel. In fact some of Tuluk's best fighters over the last 3 OOC years have come out of or been a part of the Circle.
Bards = Tuluki Concubines (by rank) Concubines in nak = Bards
^ make it easy for you. If people can learn no survival skills except fucking nobles. Then people can learn no survival skills except making nobles love music.
PS - They also tend to be assassins and spies. Evidently some of the major events in Allanak history can be traced back to bards. Supposedly the Tor academy bombing had a bard member on the team of terrorists.
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Post by firekank on Mar 15, 2014 6:59:52 GMT -5
The main problem with tuluk is that there are so many stifiling long lived pcs - qoriya, raleris, the fat noble (forgot his name), and a shit load of bards - who spend most of their time crushing the plots the little people do or just not being involved with most of the other pcs. But I haven't played there in like a year so maybe it's changed since then, but IDGAF anyway. allanak is full of problem players too. Every single gemmer/mundane pair who fuck think they are soooo original and shocking. Stupid secret lover plots that completely ignore docs are the domain of nubs, not tuluk specifically.
the only way to get the "harshness" of the game is to make it yourself.
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Post by LordOfChange on Apr 29, 2014 10:59:05 GMT -5
When did tuluk become such a ghost town? Does anybody still play there?
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Patuk
Shartist
Posts: 553
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Post by Patuk on Apr 29, 2014 11:01:49 GMT -5
When did tuluk become such a ghost town? Does anybody still play there? The basic answer: no. The elaborate answer: I imagine the entire RPT string that's been in Tuluk lately is actually counterproductive in bringing people there, if only because they are completely run by staff, as there are zero negean and uaptal players. Could be something else. I don't know.
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Post by LordOfChange on Apr 29, 2014 11:14:48 GMT -5
I've been eratic with playing and I've been even worse after the shadow artist changes, but I put aside time for nyr's rpt and it was super meh. What was the point of an rpt that effects zero pcs? Maybe the levy stuff will improve things, but the shadow artist stuff, templars changes, and scripted rpts obv aren't helping.
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