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Post by jcarter on Mar 22, 2016 13:18:48 GMT -5
i'm still just baffled by the excuse.
like how can you sit there and say with a straight face that you're going to remove half of the guilds which have been a major cornerstone and theme of the game for 20+ years because it doesn't fit the game? it's just such a ridiculous endeavor you'd think it was a parody. if that info got leaked here first I don't think anyone would seriously believe it.
what's even funnier is that elementalists are no longer deemed to fit within the world of Arm, but the player-turned-imm created House Terash/Atrium apparently is and iirc is still receiving support. a clan devoted to upper-class commoners serving the noble houses has been deemed to implicitly be a better fit for the world than any elementalist, lmao.
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Post by Procrastination on Mar 22, 2016 13:30:43 GMT -5
I think this is going to lead to basically two things. First: All the real power of a magicker is going to be placed behind a higher karma barrier, meaning that to really enjoy the 'oomph' of what being a magicker in the world of Zalanthas is, you're going to wait even longer, if you're EVER going to enjoy it at all really. Six Karma now for the power of a Whiran and Krathi. Second: While the idea is to promote reliance upon each other, and versatility in the magicker playerbase, this doesn't do that in truth. They claim this would make them 'people' first, and magickers second, with a not so hidden reference to people keeping in mind a magicker's skillset to choose how to tackle them, or how to interact with them for their usefulness. Their limitations, as well. This is stupid. It's going to basically lead to more easy guild snooping, and guessing at what people are capable of. Oh, see that spell there, definitely a 'weak' krathi. Don't worry about him. We'll roflstomp him. He's not a 6 karma one. In other words, it's going to lead to more OOC limitations upon magickers, further the gap between 'low karma' players and 'high karma' players, and make it where you're either ridiculously powerful oldkarma, or you're weak as shit with the ability for staff to say, 'Look! But you got to play a gicker! That's what you wanted!' Sorry all you low karma people, or people with dreams. They've just been pretty much flushed. Look for new games. If you need a suggestion, I know one.
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grumble
GDB Superstar
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Post by grumble on Mar 22, 2016 14:00:45 GMT -5
I think it a major problem to think that the best solution to any problem is to remove it, which seems to be some people's decision-making process. I can't afford to think that way because everywhere I went I'd leave a trail of bodies in my wake and that is, unsustainable at best.
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Post by jcarter on Mar 22, 2016 14:48:31 GMT -5
I think it a major problem to think that the best solution to any problem is to remove it, which seems to be some people's decision-making process. I can't afford to think that way because everywhere I went I'd leave a trail of bodies in my wake and that is, unsustainable at best. this. i'd argue that this is the primary way arm's staff deals with hiccups or problems. something not going smoothly? fuck it, just nix it instead of trying to find a solution. and as much as they want to argue the technicalities of it, this is a pretty major retcon. it's hard to take Arm as a seriously RPI and story-driven environment when every major change is either 'THIS IS HOW IT ALWAYS HAS BEEN ICLY' or a literal deus ex machina that has a near-godlike being stepping down and saying 'THIS IS HOW IT IS NOW I AM YOUR GOD DEAL WITH IT'.
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grumble
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Post by grumble on Mar 22, 2016 15:04:39 GMT -5
I think it a major problem to think that the best solution to any problem is to remove it, which seems to be some people's decision-making process. I can't afford to think that way because everywhere I went I'd leave a trail of bodies in my wake and that is, unsustainable at best. this. i'd argue that this is the primary way arm's staff deals with hiccups or problems. something not going smoothly? fuck it, just nix it instead of trying to find a solution. and as much as they want to argue the technicalities of it, this is a pretty major retcon. it's hard to take Arm as a seriously RPI and story-driven environment when every major change is either 'THIS IS HOW IT ALWAYS HAS BEEN ICLY' or a literal deus ex machina that has a near-godlike being stepping down and saying 'THIS IS HOW IT IS NOW I AM YOUR GOD DEAL WITH IT'. Yeah, that's another thing that bothers me about it, is that it's a blatant contradiction of the reasons they give players for why they can't do something. I know I keep saying it but I think they should have subtly tested the water with their toe or even looked in the pool before diving. Increments, people. Sheesh. Us vs. them, circle the wagons, present a unified front, all conditioned thinking that turns people into tools. It's really saddening to me that people don't realise there is no "them", there is only us.
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m
staff puppet account
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Post by m on Mar 22, 2016 15:18:32 GMT -5
Why!? Why is this change what's good for the game?
I get the motivation. I really do. I've been looking at how to implement spellcasters for AthasMUD and have been throwing around something similar (emphasis on similar) ideas in my head. Allowing people to start out as something other than a spellcaster and then grow into the role of spellcaster is definitely tempting. But this feels like just yet another element of the game that's been removed. Armageddon elementalists are unique in that they are born with the ability to cast magic. If there is one setting where starting out as a magicker should be acceptable: it's Armageddon.
But hey, let's say they do want to make it so the mechanics reflect the story and they decide the story must always be people learn a trade other than magic. That's fair enough. I love the idea of having "mini-magicker" subguilds. We can't do this in AthasMUD (or at least, I don't think it's appropriate) due to the story differences between our elemental spellcasters. But if Armageddon wanted to offer the ability to have an undeveloped or minor connection to an element then I think that would be a great addition to the game.
Except it's not an addition. This feels completely subtractive. Now if I play Armageddon I can't play a magicker. I can never be a magicker again. What I'm left with is a merchant or a warrior who happens to know some spells. I can't be a shit cleaner who one day reveals himself to have the ability to channel fire and specialise in channeling that elemental maick.
Looking at the aspects themselves: I'm uninspired. Aspect of healing? Seriously? Because what Vivaduans needed more was to be pigeon holed into the healer role? How is that thematic or enabling the game's themes of murder, corruption and betrayal? I've been working hard at making it so our water spellcasters aren't seen as the healbots on tap whenever you need a cure wounds cast. Something I think Armageddon could have benefited from. And now they've built a subguild where that's all they do? Give me a break.
Also this announcement was the perfect excuse to remove the karma barrier or at least reduce it. The potential for any magicker to be game breaking has now reduced significantly. But instead of seeing the karma classes made more easy to access, we've seen the opposite. Rukkians: formerly a karma 1 guild are now a karma 1/karma 2 guild depending on the aspect you wanted to take. What the hell?
As for Shadow/Void/Lightning mages: What the friggen hell is going on? Drovians, Nilazi and Elkrosian are pure Aramgeddon. They are the unique elements of Armageddon that other MUDs steal from! Even AthasMUD was going to steal them for a brief moment in it's infancy. I understand the mistakes that have happened in the past with the removal of halflings and kanks. Genuine mistakes were made. But it's 8 years later and they're still making the same mistake by removing those parts that make Armageddon unique.
If I've ruffled any feathers, I apologize. This post is clearly an emotional response from me. I have no interest in tearing down Armageddon in order to try to build up AthasMUD in contrast. I do not want AthasMUD's success to be at the expense of Armageddon. Never have and I never will.
That said, this announcement has removed any doubt I might have had about working on AthasMUD. If we do somehow manage to go against the odds and make a MUD that's successful, it will do so regardless of what's going on over at Armageddon.
On a note from the perspective of an AthasMUD developer: They're making it really hard for us to differentiate ourselves. If Arm keeps removing more and more unique elements of the setting by the time AthasMUD launches there might not be enough of Armageddon left to differentiate the two settings beyond geography.
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grumble
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Post by grumble on Mar 22, 2016 15:40:44 GMT -5
So many possibilities removed. Was no RPT or plot behind it. Is history and lore going to be completely reworked? Or just, something shifted in the energies of the world? Is there even any attempt to explain this change ICly? I mean, I can kind of see the good in some of it, such as, this will make guild sniffing magickers more of a chore. I can already think of a terrible, terrible combo, assassin/ranger with poison magic, if that's even available. Befriend a healer soon kids, or you're fucked.
tbh I don't even know most of what's going on with this change, I'm banned from the GDB, and I'm not sure I want to look at it any time in the future.
EDIT: On the bright side of things, at least they learned from the amount of anger forcing the characters of sorcerers to either conform to the change or store. I still would rather have not this change taken place, but, they're letting these characters play out their story. Well, if they don't just drop uber mobs on them next time they leave the gates and whistle innocently or drag them kicking and screaming into a plotline they don't want to be involved in in order to kill them, which might possibly happen.
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grumble
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Post by grumble on Mar 22, 2016 15:45:37 GMT -5
Here's a thought, those elements were Armageddon done right. If they don't want them, maybe you /could/ pick them up, M.
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m
staff puppet account
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Post by m on Mar 22, 2016 17:45:31 GMT -5
As tempting as it would be to take all of the things Armageddon has removed over the years and put it into a single mud, that isn't what we're trying to do with AthasMUD and it's not what AthasMUD needs. We need to create a mud that can stand on it's own two feet and distinguish itself as it's own entity. Doing that means taking the canon of Dark Sun and creating a game world from that. There aren't Elkrosians or Nilazi in Dark Sun and so we won't be bringing them in (no matter how much I might want to). If we do introduce Shadow Mages, they'll be Dark Sun Shadow Mages and not Drovians.
Armageddon has always sought to do things it's own way and to be distinctly not a Dark Sun game but instead a Dark Sun themed game. As such when Armageddon takes things out of the game, that means those things are now lost. And that's really the biggest shame out of all of this.
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Deleted
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Post by Deleted on Mar 22, 2016 20:40:06 GMT -5
So is the Arm of the Dragon just going to become a bunch of combat mundane + brawling elementalist secondary gem'd dudes?
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OT
Displaced Tuluki
Posts: 257
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Post by OT on Mar 22, 2016 22:16:27 GMT -5
I doubt gemmed will be allowed to be soldiers. In fact, since they expressly said that it's an OOC change and not one that stems from changes to the IG environment, nobody can really justify suddenly deciding to hire gemmed people. Staff has practically ensured that nothing can change outside the code updates they make.
More likely, there'll be an increase in unclanned mages, both gemmed and rogue, with people building up their own little Marvel style supercharacters that go around fucking with shit. The ability to have, say a human assassin with AI+++ strength means you get to be the most powerful assassin in the world, but can't be in clans, so you'll just be some freelance murderer.
And anyone who plays for the purpose of developing a strong character, which is a LOT of players (more than most people realize), will now feel underwhelmed about mundanes because they could be magickers instead and strictly better than any mundane in every way. So, players of that nature will feel hugely compelled to play warrior/rukkian or burglar/krathi or ranger/vivaduan, things like that. And they'll all be unclanned. Just what the game needed.
Previously, it didn't feel like a rukkian was the next step up from a warrior, it was just a completely different playstyle and one that didn't really appeal to the kind of player who liked to be seen as the best warrior in the land or whatever. That's all changed now and each and every such player will want to be a magicker, because that's the only way to be the best at anything since this change. You can no longer be the best warrior or hunter or whatever without being a magicker.
So, the power economy has been massively inflated in one fell swoop and mundane characters are now distinctly second-rate characters in every conceivable way, making them so much less appealing. It's a bit sickening to think of what that'll do to the game.
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grumble
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Post by grumble on Mar 22, 2016 22:23:00 GMT -5
Or maybe rogue mage warriors will take over the Byn and operate out of the fortress, and anyone who tries to stop them will be met with a sick ass-pounding.
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OT
Displaced Tuluki
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Post by OT on Mar 22, 2016 22:26:06 GMT -5
Stop fantasizing about ass-pounding.
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grumble
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Post by grumble on Mar 22, 2016 23:32:24 GMT -5
cast sleep elf ooc Consent for filthy things?
EDIT: Hot merc on merc action, cantrips... you know what they say about stone mages.
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bobo
Clueless newb
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Post by bobo on Mar 23, 2016 1:32:21 GMT -5
I try not to be too negative. I mean, I originally came to this board to troll people here as I was mostly having a fine time with the game.
But it's hard not to see this as a colossal blunder. If they'd at least thrown Drovs/Nilazis/Elkrans into the blender and come up with something for them, well, full magickers would be gone, rest in peace, but at least some history would be preserved and allowed to carry forward in new forms and possibilities. Total fuckover to mundanes, but *at least*. That would at least provide something to be excited about.
It just makes me laugh to hear these chuckleheads talk about "cohesive themes" or whatever, like they are master storytellers. Instead of taking the material they had to work with and exercising a minimal amount of creative effort, they throw it out and reduce it to the lowest common denominator. Utter clowns. Like the dumb kid in art class who mixes his paints together, always achieving the same drab green.
And I know they said they would be preserving the spells in different guilds, but that's bullshit too. Splintering Drov, Elkran, and Nilazi spells between other elementalist guilds ruins their flavor as well as the source guilds. Whooppee, now Vivaduan "aspect of healing" gets heal and refresh. Big deal. Give me an actual Elkran or Viv any day.
Arma used to be a game of beer, wine, and liquor. That had its limitations, but it worked. Lately it's all cheap mixed drinks. Mr. Boston and Sprite.
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