Progression of desert-elven role availabilty

Started by Incognito, April 30, 2013, 01:35:01 PM

Quote from: Incognito on May 02, 2013, 06:39:41 AM
There's no elven psychology that would support a tribe that accepts all magick types. Hence the request to open up atleast one more tribe which would accept those magic guilds that the existing (currently open for play) elven tribe(s) actively reject. This would allow players to play the entire range of magickal guilds in different d-elf tribes.

As things stand, if you app'ed certain magick guilds as a d-elf role in the 2 tribes that are currently available, your app would most likely get rejected because your role is not allowed by the documentation/background of the currently-open tribe(s). The only way to remedy this situation, and have all the magick guilds available for d-elf roleplay, would be to open up another tribe/clan, which accepts those guilds which the current ones do not.

I'm sorry if I sound vague or long-winded, but unfortunately it can't be spelt out more clearly without going into IC info.

(Staff is already aware of this issue (as you can note from Nyr's post), and one can only wait and watch until the lacuna gets remedied.)

As a sidenote - the original spread of the d-elf tribes and their individual acceptance preferences for various magickal guilds was awesome, coz each tribe accepted certain guilds, and that made things extremely interesting in the Pah. Also this was possibly why certain tribes were hated more than others....

Finally, as far as human and dwarven tribes are concerned - you're right - they have their own restrictions too - however, you can always make unclanned humans or dwarves of any magickal guild you prefer. However, as things stand, this is not the case with desert elves. You can ONLY play a few magickal guilds right now, simply because you cannot app unclanned or virtually-tribed d-elf roles.

I wasn't there myself, but I'm fairly certain the Elan Pah tribe was closed with good reason.

I'll definetly be rolling up a dwarven tribal sometime now, though.
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This tastes like ordinary meat.
There is nothing left now.

Elan Pah wasn't a tribe. It was a coded clan with members from different tribes. It was "closed" due to IC reasons and changes to the gameworld.

I don't think a Red Desert elf raiding tribe would be a good idea. It would just be an excuse for some people to go on a PK frenzy.
The Devil doesn't dawdle.

I would love to see Blackwing open...If it meant making some changes or whatever so they aren't abusable...or since you now need to be pre-approved to play a d-elf just having a shot at trusting the players.
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Quote from: Delirium on November 28, 2012, 02:26:33 AM
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Quote from: Maso on May 02, 2013, 07:01:14 PM
I would love to see Blackwing open...If it meant making some changes or whatever so they aren't abusable...or since you now need to be pre-approved to play a d-elf just having a shot at trusting the players.

+1
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Quote from: Dune Stalker on May 02, 2013, 09:01:02 PM
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Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

Quote from: Scarecrow on May 02, 2013, 06:50:57 PM
I don't think a Red Desert elf raiding tribe would be a good idea. It would just be an excuse for some people to go on a PK frenzy.

Delf staff are pretty good about holding players to a standard when it comes to PKing characters. I don't see why this would be any different.
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

I think the Soh and SR represent a fairly good mix of available delfie play.

I think the Sun Runners are really the cream of the crop as to what a desert elf should be - or elf in general.

They travel, trade, steal, raid, war, get rowdy, blow shit up and con as much or more than any elf group has in what may be the history of the game. They've got the grit, the power and they're as hot-tempered and dangerous as anyone. If you think the Sun Runners are simply glowy, orgytastic drunk traders you could be wrong - they have a warrior culture that has simply been a little under represented.

I've harassed our poor and amicable staff about increasing Sun Runner player population.

If you want something a little different - the Soh are out there.

I've played in the Blackwing and we were even more isolated than the Soh and the Sun Runners - and to the history I'm aware of - more violent, powerful and xenophobe than either.

Personally - and probably a different topic - I would like to see the Tablelands, Luirs and the Tan Muark play areas better integrated into the rest of active play.
Anonymous:  I don't get why magickers are so amazingly powerful in Arm.

Anonymous:  I mean... the concept of making one class completely dominating, and able to crush any other class after 5 days of power-playing, seems ridiculous to me.

It would be cool to see d-elves from different parts of the worlds with different cultures from their distant cousins and that trade and interact (with hostility most likely) with a different part of the world (like Cenyr or Red Storm). Or maybe a tribe that actively travels from place to place with a lightweight camp.
Quoteemote pees into your eyes deeply

Quote from: Delirium on November 28, 2012, 02:26:33 AM
I don't always act superior... but when I do it's on the forums of a text-based game


Quote from: Maso on May 02, 2013, 07:01:14 PM
I would love to see Blackwing open...If it meant making some changes or whatever so they aren't abusable...or since you now need to be pre-approved to play a d-elf just having a shot at trusting the players.

Because we obviously don't trust the players now...

I'd be interested in seeing a more positive swing in these 'what sucks about ____ threads', which most players seem capable of keeping to.

We trust you guys. Honest -- We do.
Eurynomos
Producer
ArmageddonMUD Staff

Quote from: Eurynomos on May 03, 2013, 03:32:27 AM
Quote from: Maso on May 02, 2013, 07:01:14 PM
I would love to see Blackwing open...If it meant making some changes or whatever so they aren't abusable...or since you now need to be pre-approved to play a d-elf just having a shot at trusting the players.

Because we obviously don't trust the players now...

I'd be interested in seeing a more positive swing in these 'what sucks about ____ threads', which most players seem capable of keeping to.

We trust you guys. Honest -- We do.

Never trust a playa.
The Devil doesn't dawdle.

I wouldn't trust me as far as I could throw me.
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Quote from: Eurynomos on May 03, 2013, 03:32:27 AM
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There's been mention of Blackwing, Jakhals, Fangs, Stalkers, ATV......I'll jump in and mention Tar'Kroh - in case there's that slim chance in hell....
The figure in a dark hooded cloak says in rinthi-accented Sirihish, 'Winrothol Tor Fale?'

Quote from: Incognito on May 03, 2013, 01:50:40 PM
.I'll jump in and mention Tar'Kroh - in case there's that slim chance in hell....

:'(

Quote from: Incognito on May 03, 2013, 01:50:40 PM
There's been mention of Blackwing, Jakhals, Fangs, Stalkers, ATV......I'll jump in and mention Tar'Kroh - in case there's that slim chance in hell....

If you really want to get old school, what about the Two Moons?
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.

Where can I read more about tar kroh and two moons? And other such extinct tribes

May 09, 2013, 03:33:58 PM #45 Last Edit: May 09, 2013, 03:37:19 PM by Molten Heart
Quote from: Scarecrow on May 02, 2013, 06:50:57 PM
I don't think a Red Desert elf raiding tribe would be a good idea. It would just be an excuse for some people to go on a PK frenzy.

Icly it'd probably meet the same fate as the Red Fangs.


Also it'd be nice to be able to play a desert elf magicker with a coded tribe other than the limited choices that are currently supported.
"It's too hot in the hottub!"

-James Brown

https://youtu.be/ZCOSPtyZAPA

Quote from: HavokBlue on May 09, 2013, 04:36:21 AM
Quote from: Incognito on May 03, 2013, 01:50:40 PM
There's been mention of Blackwing, Jakhals, Fangs, Stalkers, ATV......I'll jump in and mention Tar'Kroh - in case there's that slim chance in hell....

If you really want to get old school, what about the Two Moons?

It'd be nice if the Two Moons had some documentation.  They'd make a good candidate for a southern coded DE tribe.
"It's too hot in the hottub!"

-James Brown

https://youtu.be/ZCOSPtyZAPA

May 09, 2013, 04:11:55 PM #47 Last Edit: May 09, 2013, 04:14:57 PM by Twilight
There used to be player documentation for anyone playing in them.  Given their age, what a tribe was when they were implemented, and what a tribe is now, is drastically different.
Evolution ends when stupidity is no longer fatal."

Tar'Kroh, haha!
I still have a couple of the docs (Official RP guide and Role Playing Logs).
My contributions were heavily influenced by readings about the ancient Celts.
These docs belong in an Arm museum.. ;D

Quote from: Molten Heart on May 09, 2013, 03:38:28 PM
Quote from: HavokBlue on May 09, 2013, 04:36:21 AM
Quote from: Incognito on May 03, 2013, 01:50:40 PM
There's been mention of Blackwing, Jakhals, Fangs, Stalkers, ATV......I'll jump in and mention Tar'Kroh - in case there's that slim chance in hell....

If you really want to get old school, what about the Two Moons?

It'd be nice if the Two Moons had some documentation.  They'd make a good candidate for a southern coded DE tribe.

I didn't know they were even ever actually part of the game. I read a post on the old discussion board about plans to implement some coded delf tribes including the Sun Runners and the Two Moons, but the Two Moons were kind of mothballed with the SR left to fill their intended role or something.

RIP dead elf clans :(
All the world will be your enemy. When they catch you, they will kill you. But first they must catch you; digger, listener, runner, Prince with the swift warning. Be cunning, and full of tricks, and your people will never be destroyed.