Unknown2006-12-05 22:22:20
Currently, if a Rogue wants to have any chance at enjoying the game as a Rogue, the player must first join a guild to gain the skills then has to wait out novicehood so they can quit the guild without loosing the guild skills and once the person is satisfied, must leave the guild and the orginization. Otherwise, rogues don't have jack when it comes to fancy skills or anything like that.
While giving rogues the opprotunity to take one of any of the base guild skill sets (elementalism, knighthood etc.) seems a bit much (and I understand that), I think what would be better is more of a special rogue only skillset. The skill set would be a somewhat basterdized mish-mash version of all of the primary and secondary (no specilization) guild skills.
While I don't have any specific ideas as what would go in, it does give some food for thought.
Any additions? Comments?
While giving rogues the opprotunity to take one of any of the base guild skill sets (elementalism, knighthood etc.) seems a bit much (and I understand that), I think what would be better is more of a special rogue only skillset. The skill set would be a somewhat basterdized mish-mash version of all of the primary and secondary (no specilization) guild skills.
While I don't have any specific ideas as what would go in, it does give some food for thought.
Any additions? Comments?
Aiakon2006-12-05 22:25:46
I don't much like rogues, or the concept of them... but I do quite like that idea.. a sort of vagabondy skillset to fit in with the roaming trader/gibbering hermit types could be really great..
Unknown2006-12-05 23:32:53
What a lovely idea. And, I adore rogues. The freedom is simply wonderful.
Gandal2006-12-05 23:37:26
I'd say put in a little tarot, a little elementalism, a little nature, etc. Just a little mix.
Morgfyre2006-12-06 00:03:39
I hate to be the bearer of bad news, but rogues are intentionally and strongly discouraged in Lusternia, and it is extraordinarily improbable that we will ever add a skillset solely for rogues (I would go so far as to say it will never happen). The game is designed to be played in a city/commune and guild!
That said, the Tracking specialization of the Warrior archetype was designed with rogues in mind in that a lot of its abilities do not require power or org-nexus-specific power.
That said, the Tracking specialization of the Warrior archetype was designed with rogues in mind in that a lot of its abilities do not require power or org-nexus-specific power.
Verithrax2006-12-06 00:09:55
QUOTE(Morgfyre @ Dec 5 2006, 10:03 PM) 360255
I hate to be the bearer of bad news, but rogues are intentionally and strongly discouraged in Lusternia, and it is extraordinarily improbable that we will ever add a skillset solely for rogues (I would go so far as to say it will never happen). The game is designed to be played in a city/commune and guild!
That said, the Tracking specialization of the Warrior archetype was designed with rogues in mind in that a lot of its abilities do not require power or org-nexus-specific power.
Except, you can't actually get it as a rogue, and it's crippled if you don't have city affiliation.
Reiha2006-12-06 00:15:25
Join a guild, learn what you need to, quit, ask on market to learn more if need be, etc.? Richter was learning tracking from Ildaudid the other day.
Mages are pretty good too, minus being able to use a demesne (which many of us hate anyway.)
Mages are pretty good too, minus being able to use a demesne (which many of us hate anyway.)
Richter2006-12-06 06:39:43
QUOTE(Reiha @ Dec 5 2006, 04:15 PM) 360261
Join a guild, learn what you need to, quit, ask on market to learn more if need be, etc.? Richter was learning tracking from Ildaudid the other day.
Mages are pretty good too, minus being able to use a demesne (which many of us hate anyway.)
Richter isn't a rogue, and hasn't been for a month or two. Just that I'm rogue -most- of the time, and run .
Also.
I can understand the game doesn't really want to do anything with rogues, that's fine. Just that when the administration's response is "omg hunting/tracking" (I do love the skillsets, don't get me wrong), I can't help but twitch a bit.
-Rogues cannot select hunting, as far as I know.
-Rogues absolutely cannot specialize into tracking, for sure.
-Rogues cannot use thier wolf abilities.
-Rogues cannot get a wolf after thiers is killed (had mine since tracking started, hence the pissy fit when someone recently killed mine)
As much as I love it, I don't use it too terribly much as a rogue, because the skillset is crippled and impossible to learn (to start hunting, or specialize into tracking) if you're a rogue. My suggestion, as always, is to have a neutral kennels, to let rogues be able to have that skillchoice for hunting/tracking, and have it so they can use the skills.
Krellan2006-12-07 02:55:47
that only really applies to warrior rogues, but in any case you can rejoin an organization like you had Richter join Glom.
Richter2006-12-07 06:38:13
Richter joined Glomdoring partially to specialize, but if he leaves, he has the above mentioned screwed-ness.
Ildaudid2006-12-07 06:44:12
QUOTE(Morgfyre @ Dec 5 2006, 07:03 PM) 360255
That said, the Tracking specialization of the Warrior archetype was designed with rogues in mind in that a lot of its abilities do not require power or org-nexus-specific power.
Should have finished the hunting/tracking updates... would have made tracking worth while... I mean a tracker can't even scent when a commune Moonie can
Unknown2006-12-13 03:53:41
Sadly, rogue-hood isn't easy at all, but the doors for roleplay burst open the moment you go rogue. Its sad to see the faculty of Lusternia look down so lowly on rogues. They really are a magnificent group of people who can offer a lot to both RP and mechanics.
Daganev2006-12-13 03:57:45
Traacking/hunting used to not have a single skill that required power... then the envoys got jealous and it all went bad....
Richter2006-12-13 04:29:21
If you want to help rogues, join Deepnight or the Revolution.
Verithrax2006-12-13 04:38:17
QUOTE(Marina_Whytetower @ Dec 13 2006, 01:53 AM) 362661
Sadly, rogue-hood isn't easy at all, but the doors for roleplay burst open the moment you go rogue. Its sad to see the faculty of Lusternia look down so lowly on rogues. They really are a magnificent group of people who can offer a lot to both RP and mechanics.
I feel the game really loses something by not supporting rogues more. The administration has consistently said they don't want to support rogues, but they haven't provided a coherent rationale for that. Possible reasons include:
1) Rogues are a minority. But then again, why is it necessary to have features which specifically cripple them? They also tend to be more experienced players and generally more likely to buy credits, as far as I can gather - And it seems to me that the administration have caught on to this by providing artifacts which are better for rogues than for the average player.
2) Rogues 'detract' from the game's 'central theme', namely, 'conflict'. I dispute the fact that they detract from it , and it seems to me the administration is missing out on a lot of potential players who enjoy the atmosphere and world of Lusternia but not the constant conflict. Rogues tend to be players which get sick of the constant atmosphere of conflict and the overall rat race of the game - Most players that experience that simply quit; the ones with lots of credits and a strong stomach go rogue. It seems to me they're an undeveloped potential of Lusternia to attract more and different players that would not otherwise play, and keep in players that outgrew the organization-oriented aspects of the game.
Richter2006-12-13 04:51:37
I used to think that the reason they didn't want rogues was because it would take away from the sense of community, and also because it fit the stories (the histories mentioned nothing of rogues).
However, currently there are at least two rogue-ish clans, one with over 50 members, and the "main story" doesn't appear too often. I guess I'm somewhat baffled as well.
I used to think that the reason they didn't want rogues was because it would take away from the sense of community, and also because it fit the stories (the histories mentioned nothing of rogues).
However, currently there are at least two rogue-ish clans, one with over 50 members, and the "main story" doesn't appear too often. I guess I'm somewhat baffled as well.
However, currently there are at least two rogue-ish clans, one with over 50 members, and the "main story" doesn't appear too often. I guess I'm somewhat baffled as well.
I used to think that the reason they didn't want rogues was because it would take away from the sense of community, and also because it fit the stories (the histories mentioned nothing of rogues).
However, currently there are at least two rogue-ish clans, one with over 50 members, and the "main story" doesn't appear too often. I guess I'm somewhat baffled as well.
Daganev2006-12-13 04:59:29
My understanding of the lack of rogues was because of the "reality" of the world... well RP of the world that people seem to be missing.
The land, full of "rogues" would be the people outside the basin, the people outside of the world where they are strongly connected to sources of power.
Another reason, is that politics really gets diluted when people just leave, because the city will never actually fall, and it gets pretty bland. People can be rogue, just not if they want skills and power to use.
The land, full of "rogues" would be the people outside the basin, the people outside of the world where they are strongly connected to sources of power.
Another reason, is that politics really gets diluted when people just leave, because the city will never actually fall, and it gets pretty bland. People can be rogue, just not if they want skills and power to use.
Verithrax2006-12-13 05:11:42
QUOTE(daganev @ Dec 13 2006, 02:59 AM) 362685
My understanding of the lack of rogues was because of the "reality" of the world... well RP of the world that people seem to be missing.
The land, full of "rogues" would be the people outside the basin, the people outside of the world where they are strongly connected to sources of power.
Another reason, is that politics really gets diluted when people just leave, because the city will never actually fall, and it gets pretty bland. People can be rogue, just not if they want skills and power to use.
But the fact is, people leave. Politics in Lusternia is tiresome and bothering and eventually, it drives lots of players away (It drove me away, for one). It would be better if those people simply went rogue instead of quitting the game altogether. Rogue life doesn't need to be easy, but it would be nice if they weren't so deliberately crippled and incapable of surviving on their own.
Unknown2006-12-13 13:38:09
QUOTE
2) Rogues 'detract' from the game's 'central theme', namely, 'conflict'. I dispute the fact that they detract from it , and it seems to me the administration is missing out on a lot of potential players who enjoy the atmosphere and world of Lusternia but not the constant conflict. Rogues tend to be players which get sick of the constant atmosphere of conflict and the overall rat race of the game - Most players that experience that simply quit; the ones with lots of credits and a strong stomach go rogue. It seems to me they're an undeveloped potential of Lusternia to attract more and different players that would not otherwise play, and keep in players that outgrew the organization-oriented aspects of the game.
Lusternia is based upon and driven by conflict. If people truly get tired of the conflict, then they get tired of the essence of what makes Lusternia Lusternia. You can go rogue and focus on the RP instead, but for the administration to go out of their way to cater to rogues would be to transform Lusternia into something that it's not, as well as compromising the RP (since rogues with no nexus of power would realistically be weaker than those who serve in a city or commune).
QUOTE
Rogue life doesn't need to be easy, but it would be nice if they weren't so deliberately crippled and incapable of surviving on their own.
I believe Deepnight and The Revolution prove that rogues are not incapable of surviving. It is difficult, they have to work harder, but they are most certainly doing it.
ferlas2006-12-13 16:33:49
I don't know, make a kennel a purchasable artifact for mansces that works for personal allies and you've pretty much given rogues the ability to be a class and be able to use all the abilities of that class.