Ssaliss2010-03-26 21:56:53
QUOTE (Shamarah @ Mar 26 2010, 10:43 PM) <{POST_SNAPBACK}>
If we want new cool abilities based on the Domoth a person holds, make each Domoth give its holder the ability to shoot a ray of pure Domoth energy at a target (DOMOTH BLAST ). This requires but does not consume balance/eq and can only be used once per day (or has some other similar hard limit on its use - NOT merely an essence cost). The rays would each give a different, thematically-related affliction:
War: Recklessness
Justice: Justice
Nature: Agoraphobia
Knowledge: Stupidity
Beauty: Rigormortis
Life: Sensitivity
Death: Blacklung
Harmony: Confusion
Chaos: Random masked affliction cured by focus mind
Kapow!
War: Recklessness
Justice: Justice
Nature: Agoraphobia
Knowledge: Stupidity
Beauty: Rigormortis
Life: Sensitivity
Death: Blacklung
Harmony: Confusion
Chaos: Random masked affliction cured by focus mind
Kapow!
Dealing a known (aside from Chaos) affliction once a day, even if it doesn't require balance/EQ sounds a bit... meh. Not really a combat ability, and I wouldn't call it an RP ability either. Any specific ideas as to its use?
Shamarah2010-03-26 22:43:38
... how is it not a combat ability? Minor, yes, but still combat useful.
Unknown2010-03-26 23:08:57
QUOTE (Eventru @ Mar 26 2010, 05:30 PM) <{POST_SNAPBACK}>
We are, in case you missed it, discussing desired abilities/rp perks for demigods/ascendants/retired vernals.
I am aware of that. I apologize for bringing it up again, but I only wanted to state my opinion, not begin a back-and-forth debate. It was my first opportunity to weight in.
Regarding the current discussion about alternative skill sets for Ascendants and retired Vernals, I'm obviously not qualified to comment on specifics. I will say this, however:
I don't think creating a skill set for "retired Vernals" is an ideal solution (indeed, I don't think Vernals should be forced to retire due to game mechanics at all). I personally believe that an additional tier needs to be created, either between demigod and Vernal Ascendant, or above Vernal Ascendant — either would probably require evolving the game's lore.
In the case of a new in-between tier, current Vernal Ascendants would all be moved to that tier. Said tier would offer its own, brand-new skill set, focused on RP, and not on combat; their level of proficiency in this new skill set would be identical to that of their old Ascendancy skill set. This way, no one suffers a net loss of effort... their skills simply metamorphose. The Vernal Ascendant tier (which is now empty for the time being) would retain the same skill set as before (possibly with reduced cost to improve it), with whatever new restrictions the administrators wish to place on it.
I have a feeling most people won't like my suggestion very much, but at least it would affect all current Vernals equitably, allow them to retain their status, and no one would end up with just a pat on the back and condolences.
In the case of creating a new tier above Vernal Ascendant, the only real difference is that current Vernals would retain the exact same title, but gain a different skill set (the same one the in-between tier would have gained in my example above). The new, higher tier would inherit the current Vernal skill set, and be subject to the limitations the administrators wish to place on it.
* * * * * * * * * *
Because of the unfortunate circumstances surrounding this entire issue, I unfortunately think a lot of people will end up being unhappy, regardless of what is done. The only way to keep all the current Vernals happy is to let things go on as they have, and for whatever reason (I am too ignorant of the game to know WHY Vernals need limiting, other than that they're an alpha class of sorts), that can't happen.
However, I do think that the (theoretical) solution which will keep as many players as possible, as happy as possible, will require a lot of work and coding. There is no easy fix here. It's a choice between doing a lot of coding and design work — keeping most of the people fairly happy — and implementing the restrictions as simply as possible, which will cause a lot of disgruntlement.
I wouldn't be writing this if I didn't care! I want it all to work out for the best. And, having not put in my time or my dues in Lusternia by any stretch of the imagination, I'll shut up now and let people who know what they're talking about, talk.
Unknown2010-03-27 17:18:17
(raise the level cap to 200, make TAs and one VA per org auto level 201 with new demigod at 200, strip current VAs and put them at level 150)
Unknown2010-03-27 18:09:52
I admit, I do miss levels.
Eventru2010-03-27 18:33:04
QUOTE (Cambrian @ Mar 26 2010, 07:08 PM) <{POST_SNAPBACK}>
I am aware of that. I apologize for bringing it up again, but I only wanted to state my opinion, not begin a back-and-forth debate. It was my first opportunity to weight in.
Regarding the current discussion about alternative skill sets for Ascendants and retired Vernals, I'm obviously not qualified to comment on specifics. I will say this, however:
I don't think creating a skill set for "retired Vernals" is an ideal solution (indeed, I don't think Vernals should be forced to retire due to game mechanics at all). I personally believe that an additional tier needs to be created, either between demigod and Vernal Ascendant, or above Vernal Ascendant — either would probably require evolving the game's lore.
In the case of a new in-between tier, current Vernal Ascendants would all be moved to that tier. Said tier would offer its own, brand-new skill set, focused on RP, and not on combat; their level of proficiency in this new skill set would be identical to that of their old Ascendancy skill set. This way, no one suffers a net loss of effort... their skills simply metamorphose. The Vernal Ascendant tier (which is now empty for the time being) would retain the same skill set as before (possibly with reduced cost to improve it), with whatever new restrictions the administrators wish to place on it.
I have a feeling most people won't like my suggestion very much, but at least it would affect all current Vernals equitably, allow them to retain their status, and no one would end up with just a pat on the back and condolences.
In the case of creating a new tier above Vernal Ascendant, the only real difference is that current Vernals would retain the exact same title, but gain a different skill set (the same one the in-between tier would have gained in my example above). The new, higher tier would inherit the current Vernal skill set, and be subject to the limitations the administrators wish to place on it.
Because of the unfortunate circumstances surrounding this entire issue, I unfortunately think a lot of people will end up being unhappy, regardless of what is done. The only way to keep all the current Vernals happy is to let things go on as they have, and for whatever reason (I am too ignorant of the game to know WHY Vernals need limiting, other than that they're an alpha class of sorts), that can't happen.
However, I do think that the (theoretical) solution which will keep as many players as possible, as happy as possible, will require a lot of work and coding. There is no easy fix here. It's a choice between doing a lot of coding and design work — keeping most of the people fairly happy — and implementing the restrictions as simply as possible, which will cause a lot of disgruntlement.
I wouldn't be writing this if I didn't care! I want it all to work out for the best. And, having not put in my time or my dues in Lusternia by any stretch of the imagination, I'll shut up now and let people who know what they're talking about, talk.
Regarding the current discussion about alternative skill sets for Ascendants and retired Vernals, I'm obviously not qualified to comment on specifics. I will say this, however:
I don't think creating a skill set for "retired Vernals" is an ideal solution (indeed, I don't think Vernals should be forced to retire due to game mechanics at all). I personally believe that an additional tier needs to be created, either between demigod and Vernal Ascendant, or above Vernal Ascendant — either would probably require evolving the game's lore.
In the case of a new in-between tier, current Vernal Ascendants would all be moved to that tier. Said tier would offer its own, brand-new skill set, focused on RP, and not on combat; their level of proficiency in this new skill set would be identical to that of their old Ascendancy skill set. This way, no one suffers a net loss of effort... their skills simply metamorphose. The Vernal Ascendant tier (which is now empty for the time being) would retain the same skill set as before (possibly with reduced cost to improve it), with whatever new restrictions the administrators wish to place on it.
I have a feeling most people won't like my suggestion very much, but at least it would affect all current Vernals equitably, allow them to retain their status, and no one would end up with just a pat on the back and condolences.
In the case of creating a new tier above Vernal Ascendant, the only real difference is that current Vernals would retain the exact same title, but gain a different skill set (the same one the in-between tier would have gained in my example above). The new, higher tier would inherit the current Vernal skill set, and be subject to the limitations the administrators wish to place on it.
* * * * * * * * * *
Because of the unfortunate circumstances surrounding this entire issue, I unfortunately think a lot of people will end up being unhappy, regardless of what is done. The only way to keep all the current Vernals happy is to let things go on as they have, and for whatever reason (I am too ignorant of the game to know WHY Vernals need limiting, other than that they're an alpha class of sorts), that can't happen.
However, I do think that the (theoretical) solution which will keep as many players as possible, as happy as possible, will require a lot of work and coding. There is no easy fix here. It's a choice between doing a lot of coding and design work — keeping most of the people fairly happy — and implementing the restrictions as simply as possible, which will cause a lot of disgruntlement.
I wouldn't be writing this if I didn't care! I want it all to work out for the best. And, having not put in my time or my dues in Lusternia by any stretch of the imagination, I'll shut up now and let people who know what they're talking about, talk.
A few points.
No one said anything about retired Vernals having a special skillset, or access to the skillset at all. They may have access to it with some measure of their old proficiency, or some of the abilities if they learned it, but being unable to learn anything further - it's just an idea, though.
We're not doing Paragons or anything like it, sorry. I just don't see it happening, and the continuous hijacking back to the topic is not going to end up being productive. I'm getting a little tired of having to say this 2-3 times a day, so can we please stop dragging it up? Thanks!
Unknown2010-03-27 21:49:33
Again, I apologize.
I do hope the unresolved key issues will be opened up to debate once again later on down the line.
EDIT: Unnecessary qualifications removed.
I do hope the unresolved key issues will be opened up to debate once again later on down the line.
EDIT: Unnecessary qualifications removed.
Jack2010-03-29 19:08:01
QUOTE (Inky @ Mar 27 2010, 06:18 PM) <{POST_SNAPBACK}>
(raise the level cap to 200, make TAs and one VA per org auto level 201 with new demigod at 200, strip current VAs and put them at level 150)
Diamondais2010-03-29 20:28:54
QUOTE (Inky @ Mar 27 2010, 01:18 PM) <{POST_SNAPBACK}>
(raise the level cap to 200, make TAs and one VA per org auto level 201 with new demigod at 200, strip current VAs and put them at level 150)
Was kind of thinking the same, personally. Just didn't know how to word it, it's unattractive to most people.
Eldanien2010-03-29 22:53:13
I LOVE the idea of bumping the level cap to 500.
Xenthos2010-03-29 23:15:35
Imagine the h/m/e at level 200... much less 500. Ragniliff would have 30,000 health at 200, and close to 100,000 health at 500. *twitch*
Eldanien2010-03-29 23:23:26
Yeah, that is the major issue with higher level caps. But assuming there was a means to deal with the stat creep, I'm all for it. I hate the notion of running out of levels to grind towards.
Estarra2010-03-29 23:33:12
QUOTE (Eldanien @ Mar 29 2010, 04:23 PM) <{POST_SNAPBACK}>
Yeah, that is the major issue with higher level caps. But assuming there was a means to deal with the stat creep, I'm all for it. I hate the notion of running out of levels to grind towards.
Well, the point was that you then grind towards collecting essence for demigod goals! (Which is sort of the point of the thread, i.e., developing goals.)
Shamarah2010-03-29 23:35:27
Raising the level cap is basically the worst idea ever. Unless it didn't give h/m/e, but then what's the point?
Eldanien2010-03-29 23:48:26
Naturally, there'd have to be some benefits along the way. But I suppose a sufficiently large essence shop would work. I just hope there's enough permanent items/effects. Per-use, timed, or otherwise recurring essence costs are turn offs.
Rodngar2010-03-30 00:41:43
sure, why not add more unnecessary grind to the playing experience?
I hate to be so blunt or nonconstructive in that comment, but it very neatly sums up my opinion. Imperian's level cap is 'infinite' so to speak, and nobody pursues it. I fear it would be something nobody would actually care about in the end.
I hate to be so blunt or nonconstructive in that comment, but it very neatly sums up my opinion. Imperian's level cap is 'infinite' so to speak, and nobody pursues it. I fear it would be something nobody would actually care about in the end.
Estarra2010-03-30 01:22:21
Infinite levels or levels to 200 really isn't even being considered so not sure why people are talking about it.
Again, in an attempt to redirect this thread to its original purpose, if you wish to be constructive, we are looking for ideas for demigods/ascendants to spend essence on and/or what powers that exist are imbalanced and should be changed. We're also looking for ideas on cults, especially powers/uses related to cults to make them more desirable/useful.
I know it's hard to come up with specific ideas, but if you can, it will definitely be appreciated!
Again, in an attempt to redirect this thread to its original purpose, if you wish to be constructive, we are looking for ideas for demigods/ascendants to spend essence on and/or what powers that exist are imbalanced and should be changed. We're also looking for ideas on cults, especially powers/uses related to cults to make them more desirable/useful.
I know it's hard to come up with specific ideas, but if you can, it will definitely be appreciated!
Unknown2010-03-30 01:54:59
QUOTE (Xenthos @ Mar 29 2010, 06:15 PM) <{POST_SNAPBACK}>
Imagine the h/m/e at level 200... much less 500. Ragniliff would have 30,000 health at 200, and close to 100,000 health at 500. *twitch*
Lusternia =! Disgaea
Shamarah2010-03-30 02:01:05
You could add a system where they can use essence to buy karma blessings or esteem (which obviously would be pointless for offering but which would be useful for sanctifying/defiling... would probably want to make it unsellable though).
Perhaps you could also spend essence to expand things with traditionally arbitrary limits, like using essence to buy beast trains, allowing you to go 100 over your max in that manner?
Renting artifacts for large amounts of essence? Pay X * credit cost, then you get to use the artifact for one month?
Perhaps you could also spend essence to expand things with traditionally arbitrary limits, like using essence to buy beast trains, allowing you to go 100 over your max in that manner?
Renting artifacts for large amounts of essence? Pay X * credit cost, then you get to use the artifact for one month?
Estarra2010-03-30 02:07:46
QUOTE (Shamarah @ Mar 29 2010, 07:01 PM) <{POST_SNAPBACK}>
You could add a system where they can use essence to buy karma blessings or esteem (which obviously would be pointless for offering but which would be useful for sanctifying/defiling... would probably want to make it unsellable though).
Perhaps you could also spend essence to expand things with traditionally arbitrary limits, like using essence to buy beast trains, allowing you to go 100 over your max in that manner?
Perhaps you could also spend essence to expand things with traditionally arbitrary limits, like using essence to buy beast trains, allowing you to go 100 over your max in that manner?
Well sounds like you're saying convert essence to karma... not really sure how I feel about that but I'll think about it.
Interesting idea on beasts. I'm guessing your thinking the demigod could bond with one and only one pet or beast which would increase its trains? Maybe...