Replace normal subs with the extended subs.

Started by MeTekillot, February 20, 2015, 05:08:23 PM

In regards to this proposed idea, I believe. . .

that it is a good idea, because of <blank>
17 (51.5%)
that it is a bad idea, because of <blank>
10 (30.3%)
in nothing.
6 (18.2%)

Total Members Voted: 33

Most MUDs I've played have suffered from power inflation. Veteran players run out of new ways to be powerful and then the game gets something added to it to extend their enjoyment.  

Sometimes a better alternative to this creeping process is to add features laterally like a new race or by developing an underplAyed class. Random thoughts from a mobile keyboard.
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Quote from: Dresan on February 20, 2015, 06:22:42 PM

I dunno, unless grebber gets tribal accent and bendune I'm still rolling nomad+ skill bumps.



Just wow. It makes me shudder this isn't ironic.

::)

It makes sense because of yeah with a dash of that.  :-*

 I thought this change already went live (at least with crafting subs.)
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I like a mix. I already consider the nomad subguild extended anyway.
Eat your fries with mayonnaise next time

I kind of agree, kind of disagree.

I like that extended subguilds require more "vetting" by the staff. That's good because you're asking for a greater potential. There should be some kind of justification in the background of the app that explains why that PC has this greater capability than average. Such as a good mentor, a strong family upbringing, or some kind of difficult and trying experience that forced them to adapt and become more skilled.

I think that crafting extending subguilds (1 CGP) should just replace the existing crafting subguilds, though. And should cost a CGP.

I also think that skill bumps alone to basic subguilds shouldn't require a long waiting period. There is no increase in the PC's potential really -- just a reduction of the grind, which isn't a big deal at all imo.
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