Sylphas2011-01-26 22:30:42
QUOTE (Aicuthi @ Jan 26 2011, 05:22 PM) <{POST_SNAPBACK}>
To be honest, you guys are being a little belligerent. Estarra doesn't have to read forum feedback, consider our ideas, or even give them a second thought. But guess what, she does. Estarra is more invested in Lusternia than most MUD admin ever will be. It's a privilege that players get to talk so openly with administration about game issues like this. Anyways.
The reason new things can be tweaked so easily is because they're more plastic and can be modified to blend with the current combat environment. Wiccans and druids have been around for a long time, and that makes it difficult to just uproot and remodel. And yes, Lusternia -is- too complex. It's the whole reason you can't participate in combat without a system.
Changing a skillset isn't as simple as you guys are making it out to be. An admin lends an ear and is open to suggestions, then you graciously them out? Good grief. You are all spoiled.
The reason new things can be tweaked so easily is because they're more plastic and can be modified to blend with the current combat environment. Wiccans and druids have been around for a long time, and that makes it difficult to just uproot and remodel. And yes, Lusternia -is- too complex. It's the whole reason you can't participate in combat without a system.
Changing a skillset isn't as simple as you guys are making it out to be. An admin lends an ear and is open to suggestions, then you graciously them out? Good grief. You are all spoiled.
Where have I asked for a new skillset? I've said "Give us new NAMES for the same skillsets, so that our envoys can do their jobs."
I'd like to apologize, but I can't in good conscience. The post would have been perfectly fine if what the admin were actually doing didn't completely contradict it. It felt really condescending. No "I think this is an issue, but it's hard", no "This isn't something we're going to fix because we think it's fine because", nothing of the sort. Instead we get something that is objectively a lie. You can't offer to make new tertiaries at some point at the same time you're saying combat is too complicated to fix current issues. You can't say things are too complex for people to get into combat after you just released four new skillsets that are vastly different than their analogues elsewhere. If things were too complex, the Researchers and Illuminati wouldn't be anything like they are.
She was absolutely not open to suggestions, by the tone of the post. She said "We'll do this other thing that isn't at all what you're asking about," which is a complete tangent to the discussion.
I really appreciate being able to talk to the administration, I do. And I appreciate that they read and respond so openly. But I can't let something like that pass by without comment. I'm not sure if she actually thinks all of that is true, but it's just not.
Vadi2011-01-26 22:32:56
Achaea is way less complex than Lusternia, and you still need a system to participate in combat there. I'm not sure why is complexity here an argument against diversifying the Wiccans & Druids, when Researchers and Illuminati were recently added... and they don't share a lot of common mechanics.
Eventru2011-01-26 22:42:08
Well, I'm going to bite this bullet.
Estarra2011-01-26 23:59:25
I'm reopening this thread so you can toss around ideas.
I would respectfully point out that accusing me of lying, being condescending and jumping to rash conclusions over things I never said will not encourage me to participate. Just saying!
I would respectfully point out that accusing me of lying, being condescending and jumping to rash conclusions over things I never said will not encourage me to participate. Just saying!
Saran2011-01-27 00:02:53
QUOTE (Estarra @ Jan 27 2011, 10:59 AM) <{POST_SNAPBACK}>
I'm reopening this thread so you can toss around ideas.
I would respectfully point out that accusing me of lying, being condescending and jumping to rash conclusions over things I never said will not encourage me to participate. Just saying!
I would respectfully point out that accusing me of lying, being condescending and jumping to rash conclusions over things I never said will not encourage me to participate. Just saying!
Thank you.
Did you have any comments on an Archetype specific tertiary with Guild specific specs?
Regardless, I'd love you to death if I ever saw something even vaguely similar to the groves or spiritualism suggestions I've posted.
Sylphas2011-01-27 00:09:07
QUOTE (Estarra @ Jan 26 2011, 06:59 PM) <{POST_SNAPBACK}>
I'm reopening this thread so you can toss around ideas.
I would respectfully point out that accusing me of lying, being condescending and jumping to rash conclusions over things I never said will not encourage me to participate. Just saying!
I would respectfully point out that accusing me of lying, being condescending and jumping to rash conclusions over things I never said will not encourage me to participate. Just saying!
I'm sorry for that. I'm going to refrain from commenting when I'm bitter.
Unknown2011-01-27 00:10:48
I think it would be simpler and easier to start small. Get unique messages for summoning cudgels and daggers, and differentiate the items between the orgs. Then start changing skills that do the same thing but make them look different
Neos2011-01-27 00:11:34
QUOTE (Sojiro @ Jan 26 2011, 05:25 PM) <{POST_SNAPBACK}>
Yeah...approaching the admin aggressively doesn't make them more likely to take an honest issue seriously. With that said, I do agree that the older guilds, especially the communes could use some sprucing up skillwise just because the lusternia they were designed in is way different from the lusternia today.Remember how long it took to get wisp back?
I would love it if a lot of the old guilds that have been left behind mechanics/skill-wise get updates. If such a thing were to happen I would be one happy player.
Honestly I understand their limitations in fixing one class without adding unnecessary changes to another. Its hard finding a middle ground that makes them unique while sharing the skill with another guild/class that doesn't need any changes you need without either making the skills only showup for your guild or completely splitting the skills up.
Janalon2011-01-27 00:20:09
Would it be acceptable to post what information I have collected on the previously discussed monk/psionic tert of Clairvoyance for the sake of re-interest, review, and discussion? OR is this one dead in the water?
Saran2011-01-27 00:20:30
QUOTE (Sojiro @ Jan 27 2011, 11:10 AM) <{POST_SNAPBACK}>
I think it would be simpler and easier to start small. Get unique messages for summoning cudgels and daggers, and differentiate the items between the orgs. Then start changing skills that do the same thing but make them look different
I have a near complete list for suggested fae summon message changes, haven't got night fae, nyphms, sprites and mushrooms from memory(is at work), but there are descriptions for unique messages for both night and moon summons as appropriate.
The druidry demesne ability activation messages would be worth changing.
Unknown2011-01-27 00:26:15
Right, exactly. Get torc changed too, make it look different depending on guild. Neat RP changes make skills look a bit shinier. I know I loved it when the druid meld messages were changed
Xenthos2011-01-27 00:26:43
Celestialism got Holy Light, which added a fair bit of focus and cohesion / concept to the skillset IMO.
It would be nice if some of the older guild skillsets got something like that to flesh them out, really, at this point.
More in terms of the RP differential, as Sojiro said above.
It would be nice if some of the older guild skillsets got something like that to flesh them out, really, at this point.
More in terms of the RP differential, as Sojiro said above.
Saran2011-01-27 00:28:08
Would anyone like to suggestions for the night fae (two lines on 80 character wide screen) I'm really unfamiliar with them so I'm a little stumped. When I get home I can put up the rest.
Saran2011-01-27 00:29:58
QUOTE (Xenthos @ Jan 27 2011, 11:26 AM) <{POST_SNAPBACK}>
It would be nice if some of the older guild skillsets got something like that to flesh them out, really, at this point.
More in terms of the RP differential, as Sojiro said above.
fixed
Xenthos2011-01-27 00:31:17
QUOTE (Saran @ Jan 26 2011, 07:29 PM) <{POST_SNAPBACK}>
fixed
Yes, yes. More reason to do similar things for Moon / Night / Crow / Stag / Necromancy!
Rika2011-01-27 00:32:08
Btw, was there ever a special report or anything for Sacraments that ended up with Holy Light? From what I know, it just appeared out of the blue with Sacraments getting a bunch of new skills.
Xenthos2011-01-27 00:34:13
QUOTE (rika @ Jan 26 2011, 07:32 PM) <{POST_SNAPBACK}>
Btw, was there ever a special report or anything for Sacraments that ended up with Holy Light? From what I know, it just appeared out of the blue with Sacraments getting a bunch of new skills.
There was not a special report that I am aware of.
Unknown2011-01-27 00:35:05
From what I can see, having a proactive patron got them that, so I was kind of jealous.
Saran2011-01-27 00:37:17
QUOTE (Xenthos @ Jan 27 2011, 11:31 AM) <{POST_SNAPBACK}>
Yes, yes. More reason to do similar things for Moon / Night / Crow / Stag / Necromancy!
Dark Mark for necromancy...
The other thing is that this is with partial hope to also give us some separation from the Warriors too which would, in a guardian guild, be through our primary.
I have been mulling over the whole... spirit lord or something mentioned in the in-game elfen help file.
QUOTE (rika @ Jan 27 2011, 11:32 AM) <{POST_SNAPBACK}>
Btw, was there ever a special report or anything for Sacraments that ended up with Holy Light? From what I know, it just appeared out of the blue with Sacraments getting a bunch of new skills.
Pretty much this, it involved an event with a saint I believe.
Furien2011-01-27 00:38:50
Hoaracle-style Druidry tuneup = <3
The difficulty in making skills like Holy Light is... well, the flavour. You can't snap your fingers and have a backstory made up; it probably takes just as long as the coding does, in this case.
I'm totally for Wiccan and Druid tweaks, though, either way.
The difficulty in making skills like Holy Light is... well, the flavour. You can't snap your fingers and have a backstory made up; it probably takes just as long as the coding does, in this case.
I'm totally for Wiccan and Druid tweaks, though, either way.