Unknown2007-01-29 09:18:44
Whether you like hunters or not, eventually a large number of people will drift into Demigodhood, as has happened with Dragons in Achaea, and at present many will simply drift to another game as no matter how RP orientated you are everyone needs a challenge. So, some suggested changes -
1. Don't give Demigods CUSTOMSHOUT until they hit 100 million essence
2. Demigods who log (for arguments sake) 1000 hours guiding, or create 1000 rooms as a builder or log 36 years (roughly 1 year rl) as an elected official in a guild or commune/city get the divine ability to mask themselves from perception (and announce their arrival to the basin when they unmask with a global emote) ONLY while they are in Havens (i.e they can't be mask unless they are in havens and they can't leave havens if they are masked).
3. Give demigods the ability to grant divinefavours (but not Truefavours - only the lesser ones) at the cost of their own essence.
4. I haven't thought through all the ramifications, but if there was a mechanism of players giving essence to demigods then you could see pseudo-orders being created if they purchased their own clan and (3) was allowed. This would open up options for demigods once all the avatar slots were filled for those who want to still have that kind of RP.
5. Along the same lines as (4), perhaps Demigods could covert their essence into rooms (say something like 20 million essence per room, with a maximum number of rooms allowed) on prime to build a personal temple (obviously they'd need to work with a God/Builder for the specs).
6. Allow Demigods to 'retire' - a once only event when they can transfer all their wordly goods (including artifacts) to another character they have created (presumably but not necessarily a member of their family) and then the demigod is FOREVER unplayable (but possibly still on the RANKINGS XP list .. though I don't think thats critical).
1. Don't give Demigods CUSTOMSHOUT until they hit 100 million essence
2. Demigods who log (for arguments sake) 1000 hours guiding, or create 1000 rooms as a builder or log 36 years (roughly 1 year rl) as an elected official in a guild or commune/city get the divine ability to mask themselves from perception (and announce their arrival to the basin when they unmask with a global emote) ONLY while they are in Havens (i.e they can't be mask unless they are in havens and they can't leave havens if they are masked).
3. Give demigods the ability to grant divinefavours (but not Truefavours - only the lesser ones) at the cost of their own essence.
4. I haven't thought through all the ramifications, but if there was a mechanism of players giving essence to demigods then you could see pseudo-orders being created if they purchased their own clan and (3) was allowed. This would open up options for demigods once all the avatar slots were filled for those who want to still have that kind of RP.
5. Along the same lines as (4), perhaps Demigods could covert their essence into rooms (say something like 20 million essence per room, with a maximum number of rooms allowed) on prime to build a personal temple (obviously they'd need to work with a God/Builder for the specs).
6. Allow Demigods to 'retire' - a once only event when they can transfer all their wordly goods (including artifacts) to another character they have created (presumably but not necessarily a member of their family) and then the demigod is FOREVER unplayable (but possibly still on the RANKINGS XP list .. though I don't think thats critical).
Unknown2007-01-29 10:11:15
QUOTE(tachyon @ Jan 29 2007, 08:18 PM) 378414
1. Don't give Demigods CUSTOMSHOUT until they hit 100 million essence
Why not? It's a neat little gift.
QUOTE
2. Demigods who log (for arguments sake) 1000 hours guiding, or create 1000 rooms as a builder or log 36 years (roughly 1 year rl) as an elected official in a guild or commune/city get the divine ability to mask themselves from perception (and announce their arrival to the basin when they unmask with a global emote) ONLY while they are in Havens (i.e they can't be mask unless they are in havens and they can't leave havens if they are masked).
QUOTE
3. Give demigods the ability to grant divinefavours (but not Truefavours - only the lesser ones) at the cost of their own essence.
No. Way too abuseable.
QUOTE
4. I haven't thought through all the ramifications, but if there was a mechanism of players giving essence to demigods then you could see pseudo-orders being created if they purchased their own clan and (3) was allowed. This would open up options for demigods once all the avatar slots were filled for those who want to still have that kind of RP.
QUOTE
5. Along the same lines as (4), perhaps Demigods could covert their essence into rooms (say something like 20 million essence per room, with a maximum number of rooms allowed) on prime to build a personal temple (obviously they'd need to work with a God/Builder for the specs).
Not sure I like this idea. Leave it at the cult thing.
QUOTE
6. Allow Demigods to 'retire' - a once only event when they can transfer all their wordly goods (including artifacts) to another character they have created (presumably but not necessarily a member of their family) and then the demigod is FOREVER unplayable (but possibly still on the RANKINGS XP list .. though I don't think thats critical).
No I don't like this at all.
Jillian2007-01-29 17:30:14
Basically the same feedback as Quidgyboo gave, with the exception that I really don't like the player order idea. There's enough asskissing (in lack of better wording) going around already to high ranked/high positioned people. Don't want to see that escalate into worse.
Daganev2007-01-29 17:36:20
I think those are all things (save number 5, cause it goes against basic IRE policy) that the admin should look into. I like them a lot. I don't see how minor favours are "abuseable" if the essence cost is high enough.
Acrune2007-01-29 17:40:32
I don't really like any of those ideas, except maybe 2 as something that they could do, without the requirements listed. I would like to see more rp things to go with demigods, so maybe 3 and/or 4 would be a good start.
Also, I think I've heard somewhere that gods can have more then one avatar, though that was a while ago.
Also, I think I've heard somewhere that gods can have more then one avatar, though that was a while ago.
Forren2007-01-29 18:55:44
QUOTE(tachyon @ Jan 29 2007, 04:18 AM) 378414
Whether you like hunters or not, eventually a large number of people will drift into Demigodhood, as has happened with Dragons in Achaea, and at present many will simply drift to another game as no matter how RP orientated you are everyone needs a challenge. So, some suggested changes -
1. Don't give Demigods CUSTOMSHOUT until they hit 100 million essence
2. Demigods who log (for arguments sake) 1000 hours guiding, or create 1000 rooms as a builder or log 36 years (roughly 1 year rl) as an elected official in a guild or commune/city get the divine ability to mask themselves from perception (and announce their arrival to the basin when they unmask with a global emote) ONLY while they are in Havens (i.e they can't be mask unless they are in havens and they can't leave havens if they are masked).
3. Give demigods the ability to grant divinefavours (but not Truefavours - only the lesser ones) at the cost of their own essence.
4. I haven't thought through all the ramifications, but if there was a mechanism of players giving essence to demigods then you could see pseudo-orders being created if they purchased their own clan and (3) was allowed. This would open up options for demigods once all the avatar slots were filled for those who want to still have that kind of RP.
5. Along the same lines as (4), perhaps Demigods could covert their essence into rooms (say something like 20 million essence per room, with a maximum number of rooms allowed) on prime to build a personal temple (obviously they'd need to work with a God/Builder for the specs).
6. Allow Demigods to 'retire' - a once only event when they can transfer all their wordly goods (including artifacts) to another character they have created (presumably but not necessarily a member of their family) and then the demigod is FOREVER unplayable (but possibly still on the RANKINGS XP list .. though I don't think thats critical).
1. Don't give Demigods CUSTOMSHOUT until they hit 100 million essence
2. Demigods who log (for arguments sake) 1000 hours guiding, or create 1000 rooms as a builder or log 36 years (roughly 1 year rl) as an elected official in a guild or commune/city get the divine ability to mask themselves from perception (and announce their arrival to the basin when they unmask with a global emote) ONLY while they are in Havens (i.e they can't be mask unless they are in havens and they can't leave havens if they are masked).
3. Give demigods the ability to grant divinefavours (but not Truefavours - only the lesser ones) at the cost of their own essence.
4. I haven't thought through all the ramifications, but if there was a mechanism of players giving essence to demigods then you could see pseudo-orders being created if they purchased their own clan and (3) was allowed. This would open up options for demigods once all the avatar slots were filled for those who want to still have that kind of RP.
5. Along the same lines as (4), perhaps Demigods could covert their essence into rooms (say something like 20 million essence per room, with a maximum number of rooms allowed) on prime to build a personal temple (obviously they'd need to work with a God/Builder for the specs).
6. Allow Demigods to 'retire' - a once only event when they can transfer all their wordly goods (including artifacts) to another character they have created (presumably but not necessarily a member of their family) and then the demigod is FOREVER unplayable (but possibly still on the RANKINGS XP list .. though I don't think thats critical).
First off - who are you? Are you a Demigod, or anywhere close to level 100?
1. It's an RP power. We might as well get something, you know.
2. Cloaking gem ftw?
3. Perhaps a fortuna-like effect for other people, but no, this is overpowered.
4. I'd get zapped for trying this.
5. We're not to be worshiped, really. See #4.
6. Why would I ever do this?
Unknown2007-01-29 19:10:56
I'm kind of getting the feeling that maybe Forren doesn't like the ideas much...I may be a little slow, but by about the third post, I felt like I could almost predict what he was going to say. By the fourth, I had it almost completely down!
Diamondais2007-01-29 19:44:27
QUOTE(mitbulls @ Jan 29 2007, 02:10 PM) 378479
I'm kind of getting the feeling that maybe Forren doesn't like the ideas much...I may be a little slow, but by about the third post, I felt like I could almost predict what he was going to say. By the fourth, I had it almost completely down!
You too?
Daganev2007-01-29 20:17:16
As far as I understand, the god mask makes you unable to have tells sent to you and when as a god you send a tell to someone, it hides who is saying it. Its much more than just a cloaking gem.
Forren2007-01-29 20:26:48
QUOTE(daganev @ Jan 29 2007, 03:17 PM) 378501
As far as I understand, the god mask makes you unable to have tells sent to you and when as a god you send a tell to someone, it hides who is saying it. Its much more than just a cloaking gem.
That's what we call really overpowered for Lusternia.
Daganev2007-01-29 20:33:28
QUOTE(Forren @ Jan 29 2007, 12:26 PM) 378507
That's what we call really overpowered for Lusternia.
How is that overpowered if you can only use it within the havens?
Unknown2007-01-30 01:37:34
re Masking - the point is not to give demigods some awesome power, it was to give them a reward for 'service' in the form of that cool global emote Gods have to announce their presence in the realms to try and encourage them to hang around and contribute in other ways. They definitely should not be able to be masked outside of havens. I think Demigods have enough benefits without giving them more things 'just because'. What is needed is a reward system that doesn't alter game balance but continues to encourages them to participate in improving Lusternia.
re retiring - Forren might not. However many reach a point when they want a change but it they truly have to start again do so in another MUD (and possibly not an IRE one). Yes, I know transferring artifacts and pets is against IRE policy. I'm saying perhaps that policy should be looked at for players who reach level 100 in order to keep them playing within IRE MUDs and definitely within Lusternia if thats where they have spent all their time.
re cults and orders - it was just an idea and certainly wouldn't appeal to everyone. However it does put a bit more 'god' into demigod for RP purposes for those who want to have heavy RP. Perhaps a demigod could only start a cult under the auspices of a God .. many of the orders already have different branches - this could be one way of formalising that for some players i.e you could be in the Order of Terentia and in the Cult of Forren .. or maybe just in the Order but not in any cult. Its really just about thinking of options that might work to broaden the RP possibilities. As for ass kissing, but Lusternia is no different to life, people form relationships and associations based on mutual benefit. If you are in an order, guild, city or commune that forces you into sycophantic behaviour to advance and you don't like it - change to another one, I certainly have been in many that have not required ass kissing to get on.
re retiring - Forren might not. However many reach a point when they want a change but it they truly have to start again do so in another MUD (and possibly not an IRE one). Yes, I know transferring artifacts and pets is against IRE policy. I'm saying perhaps that policy should be looked at for players who reach level 100 in order to keep them playing within IRE MUDs and definitely within Lusternia if thats where they have spent all their time.
re cults and orders - it was just an idea and certainly wouldn't appeal to everyone. However it does put a bit more 'god' into demigod for RP purposes for those who want to have heavy RP. Perhaps a demigod could only start a cult under the auspices of a God .. many of the orders already have different branches - this could be one way of formalising that for some players i.e you could be in the Order of Terentia and in the Cult of Forren .. or maybe just in the Order but not in any cult. Its really just about thinking of options that might work to broaden the RP possibilities. As for ass kissing, but Lusternia is no different to life, people form relationships and associations based on mutual benefit. If you are in an order, guild, city or commune that forces you into sycophantic behaviour to advance and you don't like it - change to another one, I certainly have been in many that have not required ass kissing to get on.
Genevieve2007-01-30 02:49:56
QUOTE
re retiring - Forren might not. However many reach a point when they want a change but it they truly have to start again do so in another MUD (and possibly not an IRE one). Yes, I know transferring artifacts and pets is against IRE policy. I'm saying perhaps that policy should be looked at for players who reach level 100 in order to keep them playing within IRE MUDs and definitely within Lusternia if thats where they have spent all their time.
The reason it's against policy is more because of the break in RP. Where did this guy who stepped out of the portal of fate get all this :censor: from, one would ask? That's also why name changes are VERY rare. I've only heard of Armand's name change, myself, and I don't know the circumstances behind it.
Unknown2007-01-30 03:09:40
QUOTE(Genevieve @ Jan 30 2007, 11:49 AM) 378641
The reason it's against policy is more because of the break in RP. Where did this guy who stepped out of the portal of fate get all this from, one would ask? That's also why name changes are VERY rare. I've only heard of Armand's name change, myself, and I don't know the circumstances behind it.
because you inherited it? ... surely you've heard of hithero nameless peasants suddenly finding the dusty sword in the family attic and carving themselves into fame and glory ...
In general I agree with you and with the IRE policy - it makes sense, you don't hand off powerful artifacts willy nilly.
However, a mighty demigod about to permanently remove themselves from mortal realms to move closer to the divine probably would hand on their accumulated and hard earned talismans to a favoured (?child ?nephew/niece ?worshipper). It could be quite a powerful RP event, complete with flames all the way to heaven. Or maybe bored demigods should just go to another MUD and start again. Its hardly an urgent problem, I just thought there were some good RP possibilities for the future.
Richter2007-01-30 03:29:53
A cult could be a clan upgrade. Another 500k, and instead of a cartel, you get a cult. I always thought Ilyrias' system of org upgrades would be neat (there were orgs, level 1 to level 3, they let you do neat things), this would be along the same lines.
Cairam2007-01-30 03:41:33
The cult ideas is kinda cool. I can see a bunch of little novvies chasing after Kaervas. "Oooh, Lord Kaervas! Can I carry your cudgel for you?"
"Sure, kid." *drops cudgel on kid*
*SMOOSH*
Teeny weiner novice has been slain by Kaervas, Lord of the Flies
"Oops..."
"Sure, kid." *drops cudgel on kid*
*SMOOSH*
Teeny weiner novice has been slain by Kaervas, Lord of the Flies
"Oops..."
Nerra2007-01-30 04:02:06
jumping a bit back to the original idea, it'd be neat to get a few more RP things for Demigods. No, I'm not a demigod. Yes, I still think it'd be cool.
Diamante2007-01-30 04:54:54
Having fanned your spark of divinity beyond mortality, you have ascended to higher levels of awareness and power than is comprenhendable by the average mortalkin. This grants you a number of abilities.
-Increased statistics, beyond that of a titan
-Ability to refresh their health, mana, and ego once per day
-Able to call a limited aura of divine fire about themselves, once per day
-Pheonix Ressurection
-Ability to customize their SHOUT
-Ability to customize their entry/exit message
Futhermore, a demigod who has empowered his divine flame with enough essence will be able to awaken a deeper elightenment within him as to the nature of the great weaving, changing wholly in their aura. This transformation costs the demigod ten million of their essence, and should the demigod ever wish to reangle their focus, the process is doubly taxing.
"Lachesis is spinster, who bornes the threads."
--Those who have awakened their mind to the workings of Lachesis will find themselves among the host of the Lachenites. Their essence is intertwined with that of creation, granting them the following abilities:
--Once per day, able to REFRESH ALLIES, restoring them of health, mana, ego, and curing their afflictions, costs essence.
--Once per month, can restore a soul to it's body, saving the mortal from the shears of Atropos.
--Damage against the Lachenite will be partially reduced.
--The Lachenite can, at the cost of some essence, will into being various flowers and herbs, provided the herb is capable of growing in that environment.
Clothos is the weaver, who orchestrates the pattern of the threads.
--Those who awaken their minds to the workings of Clothos will find themselves among the host of the Clothian. Their essence weaved into the world around them, granting the following abilities:
--Clothians will find their power regenerates at a slightly quicker pace than others.
--Thier very being entwined with the living world, the Clothian will hold greater sway when influencing living creatures.
--Able to manipulate the weavings, the Clothian can change his/her age or gender at will, and will find themselves able to SHRINK or EXPAND much quicker.
--At a constant drain to their own essence, the Clothian can momentarily hide from mortal perception, rendering them imperceptible by mortal means.
Atropos is the ender, the one who snips each thread out of the tapestry.
-Those who awaken their minds to the workings of Atropos will find themselves among the host of the Atropans. Their essence one with that of the end of the weaving, the are granted the following abilities:
--Damage dealt by the Atropan is slightly increased.
--Atropans will hold great influence over the undead, swaying them much easier to their cause.
--As the Atropan deals death to others, they gather more essence from their prey.
--At the cost of essence, the Atropan may rise up the corpse of a denizen to stand sentinel in a location, informing the Atropan of all who enter.
--As Atropos knows the sight of all things come and gone, at the cost of essence, the Atropan can scry their target, regardless of where they lie.
Just a random idea, tried to have less combat oriented abilities than such.
Thoughts? Ideas? Like the concept but not the implementation? Give feedback of your own
-Increased statistics, beyond that of a titan
-Ability to refresh their health, mana, and ego once per day
-Able to call a limited aura of divine fire about themselves, once per day
-Pheonix Ressurection
-Ability to customize their SHOUT
-Ability to customize their entry/exit message
Futhermore, a demigod who has empowered his divine flame with enough essence will be able to awaken a deeper elightenment within him as to the nature of the great weaving, changing wholly in their aura. This transformation costs the demigod ten million of their essence, and should the demigod ever wish to reangle their focus, the process is doubly taxing.
"Lachesis is spinster, who bornes the threads."
--Those who have awakened their mind to the workings of Lachesis will find themselves among the host of the Lachenites. Their essence is intertwined with that of creation, granting them the following abilities:
--Once per day, able to REFRESH ALLIES, restoring them of health, mana, ego, and curing their afflictions, costs essence.
--Once per month, can restore a soul to it's body, saving the mortal from the shears of Atropos.
--Damage against the Lachenite will be partially reduced.
--The Lachenite can, at the cost of some essence, will into being various flowers and herbs, provided the herb is capable of growing in that environment.
Clothos is the weaver, who orchestrates the pattern of the threads.
--Those who awaken their minds to the workings of Clothos will find themselves among the host of the Clothian. Their essence weaved into the world around them, granting the following abilities:
--Clothians will find their power regenerates at a slightly quicker pace than others.
--Thier very being entwined with the living world, the Clothian will hold greater sway when influencing living creatures.
--Able to manipulate the weavings, the Clothian can change his/her age or gender at will, and will find themselves able to SHRINK or EXPAND much quicker.
--At a constant drain to their own essence, the Clothian can momentarily hide from mortal perception, rendering them imperceptible by mortal means.
Atropos is the ender, the one who snips each thread out of the tapestry.
-Those who awaken their minds to the workings of Atropos will find themselves among the host of the Atropans. Their essence one with that of the end of the weaving, the are granted the following abilities:
--Damage dealt by the Atropan is slightly increased.
--Atropans will hold great influence over the undead, swaying them much easier to their cause.
--As the Atropan deals death to others, they gather more essence from their prey.
--At the cost of essence, the Atropan may rise up the corpse of a denizen to stand sentinel in a location, informing the Atropan of all who enter.
--As Atropos knows the sight of all things come and gone, at the cost of essence, the Atropan can scry their target, regardless of where they lie.
Just a random idea, tried to have less combat oriented abilities than such.
Thoughts? Ideas? Like the concept but not the implementation? Give feedback of your own
Acrune2007-01-30 05:02:15
That would be interesting. I like those ideas better.
Forren2007-01-30 05:15:29
We can't customize entry/exit messages currently.