jkarr
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Post by jkarr on Apr 17, 2015 15:22:14 GMT -5
fyi this is the same dude who was trying to tell us that hl is regularly at 25-30 these days lol
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Deleted
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Post by Deleted on Apr 17, 2015 15:35:42 GMT -5
Well I for one am curious to hear what he has to say, if he is willing to say it.
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Post by RogueRougeRanger on Apr 17, 2015 15:47:04 GMT -5
Well I for one am curious to hear what he has to say, if he is willing to say it. Me too! I'd love to debate the merits of the Red Robe intervention (as well as other events like it, such as the unaffiliated bard being harassed by a masterbard into storage).
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Post by legendary on Apr 17, 2015 15:51:26 GMT -5
The Red Hunt was a good idea. However, it was being implemented by super-genius HGs. The problem I think was that the south could dispatch so much more dangerous individuals. The south can dispatch gemmers, Super HGs, and gemmer HGs, etc to go and squash the northern PCs and it wouldn't be hard. You'd need to let them build up quite a few people instead of instantly squashing any little party that went outside with overwhelming force. Tuluk had, at the time, a couple stacked-to-the-rafters Templars with advanced weapon skills. They had two half-giants, one moderately skilled and the other highly skilled. There were three Legion PCs, one of them an app-in with extremely high skills and the other two moderately skilled. In addition to that, there were at least two high skill rangers, including one that scored a neck shot on my character for 78 damage. Add to this the history of Tuluk being a kill-hungry area, responsible for executing non-inked over the most trivial of reasons and being supported by staff for doing so and your argument is looks completely fucking invalid.We had three PCs living in the wilds around Tuluk, actively hunting for Tuluk PCs and none of us had very impressive skill levels. There was rare a drive-by instigated by other PCs, but most of them left the north after causing a little trouble and I don't think I'd seen any of them up there twice. There was nothing stopping the home team from exploiting their advantage and hunting us down, but in true modern Armageddon fashion, they decided to have a big, juicy cry over it to the staff instead. It's the same reason the latest AoD RPT in the north was hindered by heavy handed staff for it's entire duration. Case was hemorrhaging tears because Allanak refused to come engage them on her Templars terms and gosh that sure isn't very fair of them! There is no grounds for people to claim there was some major advantage for Allanak, that the bounty was inappropriate or the RPT was unfair because 'Tuluk didn't have the numbers'. I didn't see Tuluk pulling punches in the last HRPT, despite having a staggering numbers and skill level advantage, so I don't see why they've been subject of staff protection ever since. I laughed pretty hard at the super half-giant thing, though. What exactly constitutes a 'super' half-giant, that only the south can produce?
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Post by RogueRougeRanger on Apr 17, 2015 16:20:46 GMT -5
Tuluk had, at the time, a couple stacked-to-the-rafters Templars with advanced weapon skills. They had two half-giants, one moderately skilled and the other highly skilled. There were three Legion PCs, one of them an app-in with extremely high skills and the other two moderately skilled. In addition to that, there were at least two high skill rangers, including one that scored a neck shot on my character for 78 damage. Add to this the history of Tuluk being a kill-hungry area, responsible for executing non-inked over the most trivial of reasons and being supported by staff for doing so and your argument is looks completely fucking invalid.We had three PCs living in the wilds around Tuluk, actively hunting for Tuluk PCs and none of us had very impressive skill levels. There was rare a drive-by instigated by other PCs, but most of them left the north after causing a little trouble and I don't think I'd seen any of them up there twice. There was nothing stopping the home team from exploiting their advantage and hunting us down, but in true modern Armageddon fashion, they decided to have a big, juicy cry over it to the staff instead. It's the same reason the latest AoD RPT in the north was hindered by heavy handed staff for it's entire duration. Case was hemorrhaging tears because Allanak refused to come engage them on her Templars terms and gosh that sure isn't very fair of them! There is no grounds for people to claim there was some major advantage for Allanak, that the bounty was inappropriate or the RPT was unfair because 'Tuluk didn't have the numbers'. I didn't see Tuluk pulling punches in the last HRPT, despite having a staggering numbers and skill level advantage, so I don't see why they've been subject of staff protection ever since. I laughed pretty hard at the super half-giant thing, though. What exactly constitutes a 'super' half-giant, that only the south can produce? jcarter edit to to protect identity That's extremely formidable in theory, but in practice that's not at all how it worked for many many reasons, some of which I'll get into in detail. But one big reason is that the scenario that you describe requires a bunch of low probability things to happen. First, there has to be an HG that's cool with getting magicked up, which is super rare (as it should be). Secondly, you need 3 mages that can work together. Then those mages all have to be online at the same time to apply the appropriate buffs to the HG, who's online at the same time. THEN you need to get the HG up to Tuluk, which takes a fair bit of time if you want to avoid Luir's, and THEN you have to hope that you'll find some Tulukis outside where they can be preyed on. As it turns out, that exact scenario literally never happened under Htaniya because there were no HGs that were cool with getting magicked.
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Jeshin
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Post by Jeshin on Apr 17, 2015 16:24:14 GMT -5
Here is a snippit of Elrum vs Daub (half-giant)... the HG had just attacked Selene al'arabeti (or al'seik I forget) and Elrum interceded because they were hunting together. This is what happens when an HG faces off against a ranger with high offense/defense. It's worth noting Elrum only had Jman bludgeon at his highest point because his offense was to high to raise it, I also have brief combat on during this log...
TLDR - HGs ain't got shit on agility rangers & bolded combat
Stinging sand swirls around you. Scrub Plains [N, E, S, W] Rolling scrublands stretch out here, their hardpacked surface etched by the ravages of the sand-laden wind which blows constantly, combing the long plains grasses into tangled drifts of color. Sparse sands blow through the tall pech grass and the shorter tufts of gesra grass, whose pale lavender blades are scattered through the brown and green lattices created by the pech. Dispersed through the rolling waves of grasses are the narrow, rattling stalks of another plant, each stalk tipped with traces of white blossoms. Small softwood trees stand among the grasses, none more than a human's height, their branches covered with dull green leaves. To the east and south the scrubs give way to red sandy barrens. The scrubs continue beyond the horizon to the west and north. The short figure in a dusty layered black cloak with an agate clasp has arrived from the south, riding a long-mandibled iridescent beetle.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
To the north the plain of brown grasses and grey shrubs continue. [Far] [Near] A gargantuan lizard with glossy black scales stands here foraging for food. The curly, black-haired man is standing here. The colorfully inked half giant is reclining here, bleeding lightly. An inix is reclining here. - he is carrying the body of a vicious tembo.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
To the west the plain of brown grasses and grey shrubs continue. [Far] [Near]
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
To the east the brown grasses give way to a plain of sandy barrens. [Near]
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
To the south the brown grasses give way to a plain of sandy barrens. [Far] [Near]
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
Stinging sand swirls around you. Scrub Plains [N, E, S, W] Rolling scrublands stretch out here, their hardpacked surface etched by the ravages of the sand-laden wind which blows constantly, combing the long plains grasses into tangled drifts of color. Sparse sands blow through the tall pech grass and the shorter tufts of gesra grass, whose pale lavender blades are scattered through the brown and green lattices created by the pech. Dispersed through the rolling waves of grasses are the narrow, rattling stalks of another plant, each stalk tipped with traces of white blossoms. Small softwood trees stand among the grasses, none more than a human's height, their branches covered with dull green leaves. To the east the scrubs give way to a sandy barren. The scrubs stretch beyond eye sight to the north, west and south. A gargantuan lizard with glossy black scales stands here foraging for food. The curly, black-haired man is standing here. The colorfully inked half giant is reclining here, bleeding lightly. An inix is reclining here. - he is carrying the body of a vicious tembo. The short figure in a dusty layered black cloak with an agate clasp has arrived from the south, riding a long-mandibled iridescent beetle.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
To the north the plain of brown grasses and grey shrubs continue. [Far] [Near]
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
To the west the plain of brown grasses and grey shrubs continue. [Far] [Near]
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
To the east the brown grasses give way to a plain of sandy barrens. [Near]
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
To the south the plain of brown grasses and grey shrubs continue. [Far] [Near]
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
You look down at the curly, black-haired man. A tall man with wide shoulders is here. His large frame is almost like that of a half-giant in proportion, although obviously considerably smaller, with large bones and bulky muscles. His curly black hair is smoothly combed backward, and his eyes rest below a thick pair of dark eyebrows. Several prominent wrinkles can be seen around his cheeks and the corners of his mouth, curving naturally like that of a smile. Despite his large and muscular upper body, his legs are quite thin, with several sprawling tattoos covering his ankle and snaking toward his thighs. The curly, black-haired man is in excellent condition.
The curly, black-haired man is using: <neck> a blue and purple inked band <across back> a rough canvas backpack <on torso> a sleeveless cotton vest <on arms> a pair of leather arm bands <hands> a tattoo of a six-pronged star <as belt> a gurth-buckled belt <hung from belt> a spiky stone morning-star <hung from belt> a bone ken-tar knife <on legs> a pair of rough canvas pants <on feet> a pair of grey hide boots
He is carrying: nothing obvious
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
The curly, black-haired man looks up at you. The colorfully inked half giant rises from the ground, and clambers to his feet.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
You look up at the colorfully inked half giant. From his shaggy hair to his wide, flat feet, the visible flesh of this half giant is speckled with blotchy patches of multi-colored ink. Knotted, ropy hair hangs down over bright green eyes and partially obscures his lopsided ears, the left being bigger and floppier than the right. A broad nose and fat lipped mouth are flanked by deep dimples in his chubby cheeks. His chest and arms, though bulky, are not overly muscular and barely narrow through his waist. The disproportionately large hands at the ends of his arms can easily scratch his turned in knees while he stands straight. A faded, almost perfectly straight scar crosses his forehead, spanning both eyebrows. The colorfully inked half giant is in moderate condition.
The colorfully inked half giant is using: <on head> a stained white, tembo-skull helmet <on face> a pair of sunslits <around neck> a stained fanged, inix-shell gorget <about throat> a string of clay beads <across back> a stained large, leaf-patterned leather backpack <on torso> a bloodied chitinous breastplate <on left shoulder> a coil of fibrous rope <on arms> a set of tentacle-branded grey leather sleeves <around right wrist> a bloodied polished tortoiseshell bracer <around left wrist> a polished tortoiseshell bracer <both hands> a long, twin-bladed baobab axe <as belt> a leather pouched belt <hung from belt> an obsidian-headed polished-bone mace <hung from belt> a small bag <around body> a drab, weathered stormcloak <about waist> a tough, grey chitin codpiece <on legs> a pair of studded tembo-hide leggings
He is carrying: nothing obvious
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
The colorfully inked half giant attacks the short figure in a dusty layered black cloak with an agate clasp. The colorfully inked half giant chops the short figure in a dusty layered black cloak with an agate clasp's body, inflicting a grievous wound. The short figure in a dusty layered black cloak with an agate clasp reels from the blow.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
Glancing over, voice curious, the short figure in a dusty layered black cloak with an agate clasp asks you, in bendune: "Ti?"
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
You attack the colorfully inked half giant. The colorfully inked half giant parries your attack.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: fighting: the colorfully inked half giant
The short figure in a dusty layered black cloak with an agate clasp attempts to flee. The colorfully inked half giant seizes the opening and attacks . The colorfully inked half giant chops the short figure in a dusty layered black cloak with an agate clasp's body, doing horrendous damage. The short figure in a dusty layered black cloak with an agate clasp reels from the blow. A long-mandibled iridescent beetle runs south, carrying the short figure in a dusty layered black cloak with an agate clasp on its back.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: fighting: the colorfully inked half giant
You viciously bludgeon the colorfully inked half giant on his waist.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: fighting: the colorfully inked half giant
You bludgeon the colorfully inked half giant's leg.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: fighting: the colorfully inked half giant
You notice the curly, black-haired man trying to slip into the shadows. You wound the colorfully inked half giant on his body with your bludgeon.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: fighting: the colorfully inked half giant
You wound the colorfully inked half giant on his arm with your bludgeon.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: fighting: the colorfully inked half giant
You viciously bludgeon the colorfully inked half giant on his body. The colorfully inked half giant reels from the blow.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: fighting: the colorfully inked half giant
You wound the colorfully inked half giant on his body with your bludgeon.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: fighting: the colorfully inked half giant
The colorfully inked half giant attempts to flee. You seize the opening and attack . You viciously bludgeon the colorfully inked half giant on his body. The colorfully inked half giant's eyes roll back in his head. A bloodied long, twin-bladed baobab axe clatters to the ground as the colorfully inked half giant releases it. The colorfully inked half giant crumples to the ground.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: fighting: the colorfully inked half giant
You do unspeakable damage to the colorfully inked half giant's head with your bludgeon.
Scrub Plains [N, E, S, W] Rolling scrublands stretch out here, their hardpacked surface etched by the ravages of the sand-laden wind which blows constantly, combing the long plains grasses into tangled drifts of color. Sparse sands blow through the tall pech grass and the shorter tufts of gesra grass, whose pale lavender blades are scattered through the brown and green lattices created by the pech. Dispersed through the rolling waves of grasses are the narrow, rattling stalks of another plant, each stalk tipped with traces of white blossoms. Small softwood trees stand among the grasses, none more than a human's height, their branches covered with dull green leaves. To the east the scrubs give way to a sandy barren. The scrubs stretch beyond eye sight to the north, west and south. The body of the colorfully inked half giant lies crumpled on the dusty ground. A bloodied long, twin-bladed axe made from baobab wood lies here. A gargantuan lizard with glossy black scales stands here foraging for food. The curly, black-haired man is standing here. An inix is reclining here. - he is carrying the body of a vicious tembo.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: high sun Position: riding: a long-mandibled iridescent beetle
The mighty sun begins to crawl across the western sky. The pale face of the white moon, Lirathu, rises over the agafari trees.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: early afternoon Position: riding: a long-mandibled iridescent beetle
They aren't here.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: early afternoon Position: riding: a long-mandibled iridescent beetle
You hear a woman's voice shout from the south in bendune: "What thi fuck?!" What?
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: early afternoon Position: riding: a long-mandibled iridescent beetle
You begin speaking sirihish.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: early afternoon Position: riding: a long-mandibled iridescent beetle
You ask the curly, black-haired man, in sirihish: "You want to try your luck too?"
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: early afternoon Position: riding: a long-mandibled iridescent beetle
To the south the plain of brown grasses and grey shrubs continue. [Far] [Near] A long-mandibled iridescent beetle stands here, carrying the short figure in a dusty layered black cloak with an agate clasp on its back.
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: early afternoon Position: riding: a long-mandibled iridescent beetle
The curly, black-haired man says, in northern-accented sirihish: "Eh. No..."
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: early afternoon Position: riding: a long-mandibled iridescent beetle
The curly, black-haired man says, in northern-accented sirihish: "I don't know why he did that..."
Health: 108/108 Stamina: 71/120 Stun: 96/96 Weight: easily manageable Time: early afternoon Position: riding: a long-mandibled iridescent beetle
Simply, you say to the curly, black-haired man, in sirihish: "Yeah his mistake."
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Jeshin
GDB Superstar
Posts: 1,515
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Post by Jeshin on Apr 17, 2015 16:28:53 GMT -5
To follow up with my log snippit. An HGs greatest strength is its strength (go figure) and its greatest weakness is its agility. There is a reason that HGs can solo bahamets and carru and tembo and beetles but have trouble with kryl and raptors and spiders. Because one set is a more agility based opponent. Now a full trained, fully branched up HG is still a terrible terrible force to be reckoned with but unless they got lucky on their agility roll an equally trained ranger/warrior will win in a toe to toe fight (assuming they have at least competitive stats)
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Post by nyrsucks on Apr 17, 2015 16:31:11 GMT -5
By super HG I mean super intelligent.
All those things are meaningless if the HG -IS- willing to get magicked up and is smart enough to only attack the north when no stronger PCs are available most of the time and also check that other characters who also might get involved are not around.
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Jeshin
GDB Superstar
Posts: 1,515
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Post by Jeshin on Apr 17, 2015 16:32:56 GMT -5
Can you clarify the super intelligence? Do you mean they made strategic decisions? Do you mean they used wordplay to kill Tuluki's?
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Deleted
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Post by Deleted on Apr 17, 2015 16:35:40 GMT -5
I would imagine he means HGs that play exactly like humans with insane strength and stamina.
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Post by RogueRougeRanger on Apr 17, 2015 16:37:41 GMT -5
By super HG I mean super intelligent. Yah, that's what I took you to mean, myself. I can't say that I've seen more "overly intelligent" HGs in Nak versus Tuluk or vice versa over the years, myself. Also, I don't have a long term "side" in the Nak versus Tuluk conflict, I've played in both places and I've IC'ly supported either side when it makes sense for my PC to do so. In any case, I personally don't think that the Naki advantage in PvP is as great as it seems at first blush. I certainly don't think that the Naki advantage, if any, was so great that player driven PvP conflict should have been OOC'ly squelched.
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Jeshin
GDB Superstar
Posts: 1,515
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Post by Jeshin on Apr 17, 2015 16:39:29 GMT -5
Nak doesn't have a PVP advantage, even with gickers, northern rangers and long lived assassin PCs far exceed the utility and lethality of their nakki counterparts. Go read any of the 'twink guides' that outline the best ways to get gains and note they all involve Tuluk. Also note that Tuluki PCs live longer on average.
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Post by nyrsucks on Apr 17, 2015 16:49:16 GMT -5
A gemmer is a lot more dangerous than a ranger.
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Jeshin
GDB Superstar
Posts: 1,515
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Post by Jeshin on Apr 17, 2015 16:50:14 GMT -5
Tell that to Howls & Lusts for Blood.
EDIT - I'll be the first to admit gickers can be ridiculously strong. A full blown krathi is basically the closest thing to a grim reaper that exists in armageddon but the amount of time it takes to get the perma-rings is pretty significant. Whirans can also dead drop people for kills but in the field both of them can be executed by rangers bc archery still more OP than magick.
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Post by gloryhound on Apr 17, 2015 16:53:08 GMT -5
I remember Sargax Kurac. He helped my Kuraci brat more than once after Ihsahn started taking an unhealthy "interest" in him and his shenanigans with Taeri. Great character.
The same question has been raised here before on the board; what can you do so if the staff never supports your plots? I keep asking myself and going in circles. No point in accumulating coin. No real point in exploring. No point in striving for rank given a glass ceiling. No chance of discovering some unexpected treasure in an unknown ruin (i.e. adventure). No point in trying to build an invincible character to challenge the world, even sorcerers are gone now. What's left? Just plotting to mess with other PCs. Over and over. I guess that's fine for some people, but not for everyone.
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