Terenas2005-09-29 23:56:34
I always thought Rangers should get a polearm weapon specialization, archery, and a new Totems specialization.
Unknown2005-09-30 00:01:01
I'd love too see a Lesser Spirits specialisation for totems. Instead of focusing on one Great Spirit the specialisation would allow you to choose, Aquatic, Woodland, Urban, or Aerial.
tsaephai2005-09-30 00:02:02
hmm, the possibilities...
ranged combat class(like berserkers with throwing axes or throwing knives and spears)
seige(never gonna happen, but i can still put it in everything just cause i wish it would. i've never played another mud that had seige in it, and it would really boost organization vs. organization warfare, and not just specifically person versus person.)
monks, also unlikely due to what i've heard the Gods say about it, i think.
rangers/archers(half druid/half fighter rangers, not ranged weapons users, and archers for cities. they could probably be users of hunting/tracking aswell.)
of course, when seen with the previous imagined things by the Lusternian staff, it's more likely to be something new they've created themselves.
ranged combat class(like berserkers with throwing axes or throwing knives and spears)
seige(never gonna happen, but i can still put it in everything just cause i wish it would. i've never played another mud that had seige in it, and it would really boost organization vs. organization warfare, and not just specifically person versus person.)
monks, also unlikely due to what i've heard the Gods say about it, i think.
rangers/archers(half druid/half fighter rangers, not ranged weapons users, and archers for cities. they could probably be users of hunting/tracking aswell.)
of course, when seen with the previous imagined things by the Lusternian staff, it's more likely to be something new they've created themselves.
Unknown2005-09-30 00:07:17
QUOTE(Cron @ Sep 29 2005, 07:54 PM)
Back on topic. Many seem to agree on wanting a ranged weapon archetype. What other skillsets do you think would be associated with a ranger/watchmen/assassin? Ecology, tracking, some sort of animal husbandry?
195432
Well, we'll need a sneaky-type skillset (Include tree/roof elevation skill, passive clinging, hide/invisible-type thing. Not sure what offensive abilities, but maybe this would be more like the Athletics portion of the archetype).
An option between ranged and close-quarters combat specialization (Or if the skills aren't too broad a combination), but not sure of a weapon. Daggers or something small would be cliche (And probably fine!), but this is Lusternia so we'd end up surprised.
Totems would be fine with the commune archetype, but I can't see Rituals with the city one.. so I'm not sure. Maybe another option?
Alger2005-09-30 00:11:21
PURE MERCHANTS! instead of having guild skills you get to pick 3 other merchant skills. mhm and you gain experience everytime you put a gold piece into your wallet/purse.
Terenas2005-09-30 00:26:54
QUOTE(Alger @ Sep 30 2005, 12:11 AM)
PURE MERCHANTS! instead of having guild skills you get to pick 3 other merchant skills. mhm and you gain experience everytime you put a gold piece into your wallet/purse.
195447
g gold from pack
put gold from pack
Loop 1 billion time, instant Titan, woot!
Richter2005-09-30 00:30:14
QUOTE(terenas @ Sep 29 2005, 04:26 PM)
g gold from pack
put gold from pack
Loop 1 billion time, instant Titan, woot!
put gold from pack
Loop 1 billion time, instant Titan, woot!
195454
Get gold from pack
Put gold in pack
Get gold fr---TITAN!
Mmm, merchant class. I'd win the game in that case.
Unknown2005-09-30 00:35:12
I don't really want a ranged class. Archers are just... blegh.
I'd rather see something more original and, let's face it, insane. I'm sure the staff will surprise us all when they finally unveil a 4th archetype, if they ever do.
I'd rather see something more original and, let's face it, insane. I'm sure the staff will surprise us all when they finally unveil a 4th archetype, if they ever do.
Unknown2005-09-30 00:35:18
Eh. From Terenas' idea that just makes them sound slightly different than some of the warriors in the Serenguard. But only just. I'd prefer something almost entirely new that doesn't relate too closely to the other archetypes. Sure, archery is definitely something different, and as far as I recall hasn't had the glory of an entire skillset devoted to it and related abilities, but combining it with totems and a melee weapon specialization doesn't strike me much as a new archetype as half-formed one. And it's not exactly fair with a big pointy/blunt stick and a projectile weapon that would have significantly more range and two skillsets to go with them.
Sure, I can see the commune people with Archery, X and X, the X's being choices between totems and whatever else. If there was a third specialization in totems only for the new archetype, I could almost see that, maybe. But giving the city people rituals seems odd, unless they also get a third specialization for it, something that's neither Sacraments or Necromancy yet falls somewhere between the two that's not "evil" but not "good" either. However, that doesn't exactly fit Celest's RP, does it?
As it stands, it's just a mildly different take on an old archetype. Like it's only a tossup between weapon specialization, athletics/archery and totems/tracking. And the cities probably wouldn't have the same sort of skills or anything, perhaps beyond the primary skillset of the class and maybe in one of the choices of tertiary skill.
Meh. Anyway. I'm rambling.
Something we weren't expecting actually sounds good. Great even. We probably won't be expecting what we get knowing Lusternia and its break from the traditional IRE/stereotypical classes and archetypes. But I'm sure the bitter disappointment we feel will be quickly overruled by the coolness factor.
Sure, I can see the commune people with Archery, X and X, the X's being choices between totems and whatever else. If there was a third specialization in totems only for the new archetype, I could almost see that, maybe. But giving the city people rituals seems odd, unless they also get a third specialization for it, something that's neither Sacraments or Necromancy yet falls somewhere between the two that's not "evil" but not "good" either. However, that doesn't exactly fit Celest's RP, does it?
As it stands, it's just a mildly different take on an old archetype. Like it's only a tossup between weapon specialization, athletics/archery and totems/tracking. And the cities probably wouldn't have the same sort of skills or anything, perhaps beyond the primary skillset of the class and maybe in one of the choices of tertiary skill.
Meh. Anyway. I'm rambling.
Something we weren't expecting actually sounds good. Great even. We probably won't be expecting what we get knowing Lusternia and its break from the traditional IRE/stereotypical classes and archetypes. But I'm sure the bitter disappointment we feel will be quickly overruled by the coolness factor.
Unknown2005-09-30 00:43:21
Hard to say but I also think some sort of assassin/spy archetype. Unfortunately, it would probably involve some more stealing abilities, which sound very cool in theory but cause a lot of grief in practice.
One skillset dedicated to combat. Some combination of martial arts (but without all that spirituality attached, just mundane combat skills) and daggers with 100% affliction rate. You know, a lot of dirty tricks, everything allowed, whatever works best. Backstabbing, crushing knees... Maybe ranged combat here, as one of specializations, throwing daggers, darts or something like that.
Another skillset could cover the concealment abilities, better than what we already have. Problem with concealment is that it needs an available counter, and when there is such a counter, a lot of people get it and the skill becomes close to meaningless. Also, they almost automatically become a tool for theft... I don't know how to overcome it and if it's even possible. If anyone has ideas, share.
It could also cover some spying abilities. Question is, what kind of abilities. Someone suggested once being able to read other cities' logs, checking their power, comms, accounts... it all sounds cool but I guess it can't work like that, would be detrimental to the game.
I've also heard the idea of being able to create one secret identity and being able to join another city. That would change your name, title, honors, all that stuff. Real spies, backed up by a skillset, with one additional identity to work with.
The concept is purely neat, but I just can't see it work, there would be spies everywhere.
Maybe there would just be a secret positions in every city for spies, with a limit of few people at once, and only those in that position (as an official spies) could get a whole new identity to work with, provided they'd have a skillset. That would create some neat rp within the guild, internal conflicts for a position.
I imagine third skillset could be metamorphosis. It's a magical realm and I think it could work like that. Maybe it seems like it doesn't fit an image of assassin/spy but Lusternia is so filled with magic that it's nothing new. I mean, goddamn libraries generate power, why wouldn't assassins/spies get metamorphosis.
It could give some visible physical alterations, like additional limb or something ( ). But think about it, it could also mean internal alterations. Changing your intestines so you're immune for anorexia or asthma and suffocation, control over bleeding, that sort if thing.
Oh, and it could be a requirement for an alternate identity, like you'd have to trans metamorphosis and that concealment/spy skillset to be able to get it.
Guess it got longer than I thought.
It seems hard to get one concept that can fill the whole additional archetype, but when you combine those few ideas that aren't already there, it looks decent and actually interesting.
One skillset dedicated to combat. Some combination of martial arts (but without all that spirituality attached, just mundane combat skills) and daggers with 100% affliction rate. You know, a lot of dirty tricks, everything allowed, whatever works best. Backstabbing, crushing knees... Maybe ranged combat here, as one of specializations, throwing daggers, darts or something like that.
Another skillset could cover the concealment abilities, better than what we already have. Problem with concealment is that it needs an available counter, and when there is such a counter, a lot of people get it and the skill becomes close to meaningless. Also, they almost automatically become a tool for theft... I don't know how to overcome it and if it's even possible. If anyone has ideas, share.
It could also cover some spying abilities. Question is, what kind of abilities. Someone suggested once being able to read other cities' logs, checking their power, comms, accounts... it all sounds cool but I guess it can't work like that, would be detrimental to the game.
I've also heard the idea of being able to create one secret identity and being able to join another city. That would change your name, title, honors, all that stuff. Real spies, backed up by a skillset, with one additional identity to work with.
The concept is purely neat, but I just can't see it work, there would be spies everywhere.
Maybe there would just be a secret positions in every city for spies, with a limit of few people at once, and only those in that position (as an official spies) could get a whole new identity to work with, provided they'd have a skillset. That would create some neat rp within the guild, internal conflicts for a position.
I imagine third skillset could be metamorphosis. It's a magical realm and I think it could work like that. Maybe it seems like it doesn't fit an image of assassin/spy but Lusternia is so filled with magic that it's nothing new. I mean, goddamn libraries generate power, why wouldn't assassins/spies get metamorphosis.
It could give some visible physical alterations, like additional limb or something ( ). But think about it, it could also mean internal alterations. Changing your intestines so you're immune for anorexia or asthma and suffocation, control over bleeding, that sort if thing.
Oh, and it could be a requirement for an alternate identity, like you'd have to trans metamorphosis and that concealment/spy skillset to be able to get it.
Guess it got longer than I thought.
It seems hard to get one concept that can fill the whole additional archetype, but when you combine those few ideas that aren't already there, it looks decent and actually interesting.
Richter2005-09-30 00:45:50
I want bards, I'm going to make a character named Elan, sing a lot, and act like a total fool.
I'll take lessons from Kidaen.
...singing lessons!
I'll take lessons from Kidaen.
...singing lessons!
Unknown2005-09-30 00:45:53
The toughest part about adding a 4th archetype will be that none of them will have any past history.
Unknown2005-09-30 00:46:09
QUOTE(Alger @ Sep 30 2005, 02:11 AM)
PURE MERCHANTS! instead of having guild skills you get to pick 3 other merchant skills. mhm and you gain experience everytime you put a gold piece into your wallet/purse.
195447
Please, no merchant archetype. The market will become dominated by them, I prefer the idea of everyone being able to get a piece. Equal opportunity for trading seems to be one of the goals of this game.
EDIT: I suspect the 4th archetype will be some sort of bards actually. There's an empty performance pool after all...
Vesar2005-09-30 00:46:29
Yes, I like that idea. A Shapeshifter of some sort.
Whatever it is, I hope it is original. Something different from the other IRE games. No jesters, no runewardens, no archers, no wardancers, no vampires, etc.
I sincerely hope that the Lusternia staff hold to their existing reputation of giving us new and original ideas.
Whatever it is, I hope it is original. Something different from the other IRE games. No jesters, no runewardens, no archers, no wardancers, no vampires, etc.
I sincerely hope that the Lusternia staff hold to their existing reputation of giving us new and original ideas.
Richter2005-09-30 00:48:03
QUOTE(Vesar @ Sep 29 2005, 04:46 PM)
Yes, I like that idea. A Shapeshifter of some sort.
Whatever it is, I hope it is original. Something different from the other IRE games. No jesters, no runewardens, no archers, no wardancers, no vampires, etc.
I sincerely hope that the Lusternia staff hold to their existing reputation of giving us new and original ideas.
Whatever it is, I hope it is original. Something different from the other IRE games. No jesters, no runewardens, no archers, no wardancers, no vampires, etc.
I sincerely hope that the Lusternia staff hold to their existing reputation of giving us new and original ideas.
195469
They've never dissappointed before, have they?
Unknown2005-09-30 00:49:40
QUOTE(Temporary_Guido @ Sep 29 2005, 08:45 PM)
The toughest part about adding a 4th archetype will be that none of them will have any past history.
195466
No history shown thus far.
Vesar2005-09-30 00:50:30
Oh yea... my other idea that will get shot down in a hurry.
Alchemist or Mechanic with the abilities to create rudimentary machines or weapons of some sort. Sort of a mix of magic and machinery. Why else does the Lusternia homepage have a bunch of gears and such?
Alchemist or Mechanic with the abilities to create rudimentary machines or weapons of some sort. Sort of a mix of magic and machinery. Why else does the Lusternia homepage have a bunch of gears and such?
Unknown2005-09-30 00:50:31
I hate to be negative... but like what Lisaera said about Hallifax and Gaudiguch, we probably wouldn't have the playerbase to support them. Moral: convert more people to Lusternia!!
Unknown2005-09-30 00:53:20
QUOTE(Vesar @ Sep 30 2005, 02:50 AM)
Oh yea... my other idea that will get shot down in a hurry.
Alchemist or Mechanic with the abilities to create rudimentary machines or weapons of some sort. Sort of a mix of magic and machinery. Why else does the Lusternia homepage have a bunch of gears and such?Â
Alchemist or Mechanic with the abilities to create rudimentary machines or weapons of some sort. Sort of a mix of magic and machinery. Why else does the Lusternia homepage have a bunch of gears and such?Â
195474
That also sounds cool.
Like... gadgeteer, just that his tools depend on magic a lot.
It fits Hallifax most though.
Unknown2005-09-30 00:54:53
I'm imagining some sort of Psycho-Ninja-Bard that wields a sharpened electric guitar. The guitar is a 2-handed weapon.
They get the skills:
Smashing
Wailing
Tripping
Smashing focuses upon the Ninjabards swinging their bladed guitars to deal heavy damage and afflict their opponents. Like an altered, slightly weaker pureblade.
Wailing allows the Bard to pluck 'mad chordz', sending vibrations throughout the room that have various effects. At transcendant ability they gain the 'Sweet tunes' skill, allowing them to pluck two chords at once for maximum pwnage.
Tripping allows the Bard to smoke specialized herb compounds prepared by alchemists. These drugs inhibit the smoker in some way, but also grant them special powers, such as eye lasers.
They get the skills:
Smashing
Wailing
Tripping
Smashing focuses upon the Ninjabards swinging their bladed guitars to deal heavy damage and afflict their opponents. Like an altered, slightly weaker pureblade.
Wailing allows the Bard to pluck 'mad chordz', sending vibrations throughout the room that have various effects. At transcendant ability they gain the 'Sweet tunes' skill, allowing them to pluck two chords at once for maximum pwnage.
Tripping allows the Bard to smoke specialized herb compounds prepared by alchemists. These drugs inhibit the smoker in some way, but also grant them special powers, such as eye lasers.