kannot
Clueless newb
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Vampires
Jun 10, 2019 9:40:55 GMT -5
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Post by kannot on Jun 10, 2019 9:40:55 GMT -5
There was a whole plot with Quick, who was a vampire, and the Guild under Gin becoming the servants of this Vampire demon motherfucker the staff animated. I remember some blood ritual shit deep in 'Naks sewers. It was pretty insane. Is this all 2.0 era stuff, because afaik that's not just a different era but a different game, seems a bit too weird for me anyway.
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Post by anon1937 on Jun 10, 2019 21:25:37 GMT -5
There was a whole plot with Quick, who was a vampire, and the Guild under Gin becoming the servants of this Vampire demon motherfucker the staff animated. I remember some blood ritual shit deep in 'Naks sewers. It was pretty insane. Is this all 2.0 era stuff, because afaik that's not just a different era but a different game, seems a bit too weird for me anyway. Was like 7 odd years ago. After they were going to make a whole new game because of some licensing issue and then cancelled it. Is that what you mean by 2.0? I wish I still had logs from all the insanely weird shit going on then.
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kannot
Clueless newb
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Post by kannot on Jun 10, 2019 22:00:09 GMT -5
Yes yes that's what I meant.
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Deleted
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Post by Deleted on Jun 10, 2019 22:03:42 GMT -5
Is this all 2.0 era stuff, because afaik that's not just a different era but a different game, seems a bit too weird for me anyway. Was like 7 odd years ago. After they were going to make a whole new game because of some licensing issue and then cancelled it. Is that what you mean by 2.0? I wish I still had logs from all the insanely weird shit going on then. More like 12 years?
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Post by triskelion on Jun 11, 2019 10:33:13 GMT -5
Vampires were a real thing, ghouls too, and a sparse few PCs got to be them, but afaik this is not in the game any more. I don't miss it, it doesn't really feel on-theme to me. I think the lore was that vampirism was another branch of sorcery distinct from defiling with some nilaz flavor.
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Post by lechuck on Jun 11, 2019 11:24:46 GMT -5
Vampires exist(ed) and their actual name is something like "Naen-Tru." They aren't the same as Dracula-type vampires, and I believe it was frowned-upon to call them 'vampires' IG. They're undeads who eat humanoid flesh instead of food and are immortal against mundane means, i.e. they don't die from loss of health. They can be rendered incapacitated from damage, but further damage just puts them into infinite negative hit points and they can only truly be killed with a cast of Dispel Magic. I'm not sure if the spell kills them outright or just removes their immortality.
It wasn't Bram Stoker vampirism. They didn't drink blood, they couldn't turn other people into vampires, and they didn't wear opera capes and shapechange into bats. They were just undead beings connected to the plane of Nilaz. I doubt we'll ever see them again, and while it was an interesting thing to be part of, it's probably for the best that they're not a thing anymore. Vampires had the ability to dismember humanoid corpses to create food items, like "a humanoid arm" etc., which was the only thing they could eat. I don't know how hunger affected them, but Quick made it seem like a big deal.
Bhagharva was the one who was in charge of this aspect of the game. To my knowledge, the only time it has been used extensively was during the era of Quick and Gin. Quick was a vampire, and there was another one around as well whose name I can't remember. Bhag also gave out "ghoul" roles to handpicked players in order to give these vampires servants. Ghouls were undead but not immortal. Only elves were ghouls when I played during this period of time, but I don't know if other races can be ghouls as well, maybe the reason they were all elves was just because the vampires at the time were elves. The NPC ghouls in Undertuluk didn't seem to be elves. Either way, ghouls got a huge strength boost (seemed to be on par with muls) but no other coded benefits that I know of. Ghoul PCs always seemed to die very quickly.
While actual vampires are probably gone, I don't think undead are entirely removed from the game. Rumor has it that someone recently played a ghoul. Same rumor says it was a staff alt. Could be bullshit, but I certainly know that there was an elf with totally ridiculous strength inside the last RL year, and there were no apparent signs of them being a magicker, nor would the Strength spell account for that level of strength. I personally witnessed that PC one-hit people with ordinary non-headshot club swings, which I don't think normal elven Rukkians can do unless they rolled absolute max strength.
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kannot
Clueless newb
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Post by kannot on Jun 11, 2019 12:21:50 GMT -5
Vampires exist(ed) and their actual name is something like "Naen-Tru." They aren't the same as Dracula-type vampires, and I believe it was frowned-upon to call them 'vampires' IG. They're literally labelled RACE_VAMPIRE in the code, hahaha.
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kannot
Clueless newb
Posts: 126
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Post by kannot on Jun 11, 2019 12:24:02 GMT -5
They're undeads who eat humanoid flesh instead of food and are immortal against mundane means, i.e. they don't die from loss of health. They can be rendered incapacitated from damage, but further damage just puts them into infinite negative hit points and they can only truly be killed with a cast of Dispel Magic. I'm not sure if the spell kills them outright or just removes their immortality. That's kind of cool though, the infinite negative hit-points bit. Maybe such a concept could be re-used somewhere.
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Post by lechuck on Jun 11, 2019 14:05:32 GMT -5
I thought it was a bit dumb. You'd stand there with a mortally wounded dude and there was nothing you could do if you couldn't cast Dispel Magic or call on someone who could. Realistically, you'd just chop off his arms and legs or something like that, but the code didn't allow it so you just had to walk away and let him live. Vampires were unopposable save for the five or ten players in the entire game at any given time who had that spell, of which none would be in the 'rinth. It became too problematic in the end and staff told the player of Quick that he had to either retire the character or change its role into something that didn't have the freedom to wantonly PK everyone he pleased. As far as I know, the player quit when faced with that decision, but what was staff gonna do? Just let an unkillable god-char roam free in the game, played by a mortal and not a staff member?
It was interesting to be around that crew for a time, but not very healthy for the game, and eventually it just became so cheesy that people stopped taking it seriously. I mean, the Guild had three mindbenders and an immortal demon. They were unbeatable, and with the amount of coded power that they had, they basically ranked second only to Tek and Muk. It was pretty stupid, to be honest, but certainly a unique experience. There have been other examples of staff gifting absurd powers to certain players who didn't really earn it (e.g. Sharak), but not outright immortality. That has no place in a game like Armageddon.
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kannot
Clueless newb
Posts: 126
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Post by kannot on Jun 11, 2019 21:47:34 GMT -5
the Guild had three mindbenders and an immortal demon. ----------- wtfcan't type outside the quote, when did they put up the rule of, not more than X mindbenders in the game. I thought 3 was the limit.
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Post by anon1937 on Jun 12, 2019 7:59:54 GMT -5
I thought it was a bit dumb. You'd stand there with a mortally wounded dude and there was nothing you could do if you couldn't cast Dispel Magic or call on someone who could. Realistically, you'd just chop off his arms and legs or something like that, but the code didn't allow it so you just had to walk away and let him live. Vampires were unopposable save for the five or ten players in the entire game at any given time who had that spell, of which none would be in the 'rinth. It became too problematic in the end and staff told the player of Quick that he had to either retire the character or change its role into something that didn't have the freedom to wantonly PK everyone he pleased. As far as I know, the player quit when faced with that decision, but what was staff gonna do? Just let an unkillable god-char roam free in the game, played by a mortal and not a staff member? It was interesting to be around that crew for a time, but not very healthy for the game, and eventually it just became so cheesy that people stopped taking it seriously. I mean, the Guild had three mindbenders and an immortal demon. They were unbeatable, and with the amount of coded power that they had, they basically ranked second only to Tek and Muk. It was pretty stupid, to be honest, but certainly a unique experience. There have been other examples of staff gifting absurd powers to certain players who didn't really earn it (e.g. Sharak), but not outright immortality. That has no place in a game like Armageddon. Agreed. The wanton PKing got out of hand. That said, these days the whole westside doesn't seem very active compared to the number of c-elves, even 'rinth c-elves. Thank god for the c-elves. The only real antagonists IG these days.
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Deleted
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Post by Deleted on Jun 13, 2019 20:54:35 GMT -5
There was once a vampire sorceror with a krathi minion. They had a lot of adventures together and were pretty cool. At one point, they encountered an enemy who casted immolation on the vampire sorc. His other Krathi friend decided to help the vampire out and dispel the immolation. oooops.
Every templar has dispel magick spell. Killing a vampire for a templar is a matter of 10 seconds. Granted, Quick was a little bit more then regular. He did have an ability to drink blood, that would remove 40-60 stun from you. So he had a pretty easy time of KOing people. He didnt lame out his kills, but he definitely killed plenty. I dont think the player was pissed at staff when Quick had to go. Much like Samos wasnt particularly pissed either. At least it's how I understood it. Each of these characters lived for a very long time and when that role ended, each player took a really long break.
Guild, or the rinth in it's entirety is 'still' paying the price for the days of Gin/Quick. Rinth still remembers the days of the blockade, where the exits to the rinth would be locked down each time the organizations there got too powerful via supernatural means. Rinth players need to be very careful with non-mundane shit, or be very useful to templars. For better, or worse.
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Post by shakes on Jun 13, 2019 22:30:18 GMT -5
Most organizations, the Guild especially, seem to suffer from the pervasive, risk-adverse style of play Armageddon is becoming known for.
The only real action to be found is in these little pop-up indie groups because at least you're going to have fun while all the risk-adverse, stagnant players at the top of other canonized organizations try to crush you.
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Post by gloryhound on Jun 14, 2019 0:51:23 GMT -5
Most organizations, the Guild especially, seem to suffer from the pervasive, risk-adverse style of play Armageddon is becoming known for. The only real action to be found is in these little pop-up indie groups because at least you're going to have fun while all the risk-adverse, stagnant players at the top of other canonized organizations try to crush you. What would you prefer to see? A game of constant mayhem? As far as I could tell, most characters already didn't live past an in-game year.
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jkarr
GDB Superstar
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Post by jkarr on Jun 14, 2019 4:28:02 GMT -5
Most organizations, the Guild especially, seem to suffer from the pervasive, risk-adverse style of play Armageddon is becoming known for. The only real action to be found is in these little pop-up indie groups because at least you're going to have fun while all the risk-adverse, stagnant players at the top of other canonized organizations try to crush you. What would you prefer to see? A game of constant mayhem? As far as I could tell, most characters already didn't live past an in-game year. hes just calling out how groups like the guild get crippled by this shit quit being defensive and hes right about the fun in indie startups vs stagnant staterun mafias
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