3/21/16 Update Discussion Thread

Started by Rathustra, March 21, 2016, 04:21:40 PM

Holy shit. Now I know why Nilazi guild was taken out. It's because Lizzie was almost there to play one :) Crap. The next ones are Muls. Lizzie, wanna go on a spam pking spree together? :D



sorry, couldnt resist

Quote from: Dar on March 30, 2016, 02:52:27 PM
Holy shit. Now I know why Nilazi guild was taken out. It's because Lizzie was almost there to play one :) Crap. The next ones are Muls. Lizzie, wanna go on a spam pking spree together? :D



sorry, couldnt resist

I'm telling you - it's an anti-Lizzie conspiracy. I blame jcarter.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

March 30, 2016, 05:08:14 PM #577 Last Edit: March 30, 2016, 05:10:20 PM by Rathustra
Quote from: Lizzie on March 29, 2016, 06:54:16 PM
Help files are still wrong.

Karma Options http://www.armageddon.org/help/view/Karma%20Options still shows shadow, lightning, and void elementalists still something you can play with the appropriate karma level.
Drovians http://www.armageddon.org/help/view/Drovians still shows that they can be played, at 4 karma.
Nilazi http://www.armageddon.org/help/view/Nilazi still shows they can be played, at 6 karma.
Elkrosans http://www.armageddon.org/help/view/Elkrosians still shows they can be played, at 5 karma


Updated Karma Options. Noted on Drovian/Elkrosian/Nilazi that they're currently not available for play.

Just a quick list of the new help files so far:
http://armageddon.org/help/view/vivaduan
http://armageddon.org/help/view/rukkian
http://armageddon.org/help/view/whiran
http://armageddon.org/help/view/krathi
http://armageddon.org/help/view/elementalist
http://armageddon.org/help/view/spell
http://armageddon.org/help/view/Cantrip
http://armageddon.org/help/view/elemental
http://armageddon.org/help/view/Elemental%20Magick
http://armageddon.org/help/view/touched (New for 3/30/16).
http://armageddon.org/help/view/magick%20aspect
http://armageddon.org/help/view/gemmed

This word "currently" encourages me.

I'm extremely hopeful they get some spells and flavor added to them and put back into the game....


However. If all the nilazi spells simply moved over to the sorcerer subs(and they didn't already have them), I would be 100% okay with that. I kind of feel like they already had them though.

Honestly I feel like they're going to come back. Just, you know. Better? With a question mark because there are some people you can't make happy.

Double dip.

I'm also kind of hoping that full elementalists come back, at the same or similar karma requirements.

Increasing the number of people who can play le evil nilazi could increase intrigue, plots, or just relaxed experiences of tailoring and casting and smoking and being secret and cool in Storm. If they ever decide to make nilazi touched that would be so freaking cool.

The 'touched' help file doesn't really explain what it does.

There's a lot of words and I can't find something in them to criticize, exactly. I've read it over a few times and I have no more understanding of them than I did before I read it the first time. For the purposes of designing a character, some specifics would go a long way.

Example: Characters touched by an element receive three baseline spells at random, as well as a single skill bump in <whatever skill> and <whatever other skill>.

I pulled all of that out of the air, but something like that would be helpful.
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Quote from: Vwest on April 06, 2016, 02:17:48 AM
The 'touched' help file doesn't really explain what it does.

There's a lot of words and I can't find something in them to criticize, exactly. I've read it over a few times and I have no more understanding of them than I did before I read it the first time. For the purposes of designing a character, some specifics would go a long way.

Example: Characters touched by an element receive three baseline spells at random, as well as a single skill bump in <whatever skill> and <whatever other skill>.

I pulled all of that out of the air, but something like that would be helpful.

Think of it more as an affinity to the personality of an element + spells.
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April 06, 2016, 11:15:37 PM #584 Last Edit: April 06, 2016, 11:25:26 PM by AdamBlue
I'm seeing touched as in more of a general purpose flavor subguild with minor utility. For example, maybe a Krathi warrior will have literal fire in their eyes as the charge into battle, and one who has been battling for years can perhaps even harness that fire in their belly by casting a basic fireball or something. Maybe, in times of thirst, a touched viv will suddenly find their empty canteens full of sparkling, fresh cold water. Somehow, that touched Rukkian just noticed an arrow bounced off of their forehead without hurting them.

EDIT: Like, touched characters could potentially be better than their specific counterparts if done right. If they're like the 'general purpose baby magickers' with no specifications, I'm feeling as if that would be pretty radical.
Even just having ONE spell from each of the three schools would be pretty awesome for 'touched' characters without making them nuts.
Personally, I LOVE cantrips, especially the spells that evoke them in a certain way.

I know staff have done a lot of hard work with these--- but you know what I want? _More_ magick subguilds.

Different and new skills and hidden benefits, the spells would remain basically the same with maybe one addition per subguild that doesn't branch a bunch of other new ones, like, for example, a spell for making sand tools that work excellently, while also being able to get gems out of quarries at a ridiculous pace compared to everyone else.

Gimme a zombie subguild and we're good.

I actually really want to play a touched.

The helpfile doesn't tell us anything about the skills they get unfortunately.
Now you're looking for the secret. But you won't find it because of course, you're not really looking. You don't really want to work it out. You want to be fooled.

Honestly, all of this has got me super excited.
Thought this means that talking shit = getting hit by any random dude you meet. Any warrior you encounter could also be able to fly, which means that they could theoretically be a superman.

I'm just imagining a half-giant warrior / touched whirian who can fly. Can you imagine how terrifying that could be, to have a half-giant warrior that can be anywhere at any time?
MY DREAM.

I would explore every magick subguild once except the sorcerors. Nothing in the high karma range really catches my interest that isn't elemental.

After that I'd probably stick with half rukkians and half vivs/krathis, even if the nilazi and drovians came back. A quiet life of mental and emotional erosion into moral madness as a nilazi in Storm kind of sounds like fun, though.

Dude, I just realized that the subguild differences for 'touched' subguilds might be different for every guild. Holy shit, the limits are endless.
For example, a whirian-touched ranger may be able to use the winds in conjunction with their archery skills to get INSANE accuracy by making the arrows resistant to falling, which means they would have a unique spell they could be using to 'enchant' their bow of choice.
Or that a Rukkian-touched merchant may be able to oh-so-subtly inbue some of the various clothes and armor they stitch to be extra resistant.
A Krathi-warrior may cleave through armor, and for some reason their blades burn when they strike and damage armor.
A whirian Burglar may be able to snag things from other rooms.
A viv assassin may be able to spit an extremely deadly venom from their mouths that they are immune to, but that others it causes an extremely deadly sickness.

I am excited, especially about the touched (less useful to the templarate if the vague hints in the helpfiles are anything, seem to be more general and random in nature) and I sort of wonder---- say, in another world, they bring the full elementalists back or they never left at all. What about a rukkian/stone touched? Do they get even better boosts to earth-based skills? Slightly faster mana regeneration? It would be soooo cool if there were a few rare ones among all the elementalists who were truly and innately -better-, oooh for IC reasons too, or else they are simply the Goku and Vegeta among the world saviors--- key fighters in any ultimate battle, who are at worst extremely useful as any kind of witch off-site.

Sure its gamebreaking enough to become high karma all around, but that would help the natural rarity of the talented elite. These people could easily become the head mage of the quarter (there was such a thing at least once) or (random idea) someone could get water touched and simply work their way up through hard work to become an elder mage. Leave the subguilds in if the full guilds come back--- make being talented difficult.

Oooh, so you think the Touched have a chance to become a full blown mage if they work -really- hard at it?
I think magick is interesting as hell, and honestly I think having maybe two allowed full-elementalist guild of every type at once would be pretty nice. Kinda like a special role for Templars, how there can only be so many at once to make sure the game is well balanced.
But that begs the question:
If someone DOES take a full elementalist of one element-
CAN THEY BE TOUCHED BY ANOTHER ELEMENT?
WOULDN'T IT BE GOD DAMN RADICAL TO HAVE MULTI-ELEMENT ELEMENTALISTS?
[MOMENTARY INAUDIBLE SCREAMING]
Imagine playing a Krath-touched Drovian who would spew out freezing cold fire that left frostburn on people instead of regular burns?
OR a elk-touched viv who could BLAST people with electrified water, or make water that restored stamina on each sip
A nil-touched whirian who could literally travel to other dimensions by tearing fucking holes in reality.


I could even see the mixes of all of the elementalist and touch combos give very specific utility spells.

A Krathi/Ruk could manipulate and create lava like a volcano, which could function kinda like Kryl acid by burning the shit out of armor and leaving permanent scars on characters on a critical hit, and could potentially do damage over time until it hardened up and fell off.
A Krathi/Whirian could maybe manipulate gases, and maybe make smokescreens and poison fogs for super sneaky tactics.
A Krath/Viv wouldn't work because they're mutually exclusive.
A Krath/Drovian could blast people with fire that saps heat out of people and gives them frostbite as previously stated, could also perhaps give people hypothermia which is cured by being in a not cold place.
A Krath/Nil would be the fucking champion of the game of denying and destroying magical abilities, even going as far as to maybe even hit people with curses that burned people every single time they tried to do magic, effectively magically castrating them for a while.

---
A Vivian/Ruk would be able to manipulate and control plant life. Imagine being so powerful as to grow a fruit-bearing tree in the middle of the god damn desert?
A Vivian/Whirian would be able to heal people over long distances, if very minorly, and with great difficulty, but being able to literally take someone from death's doorstep from all the way across the known to a point where they're not dying is insanely valuable.
A Vivian/Krathi wouldn't be able to work because, again, mutally explusive.
A Vivian/Drovian would be able to probably create a temporary steel-like armor that could provide the best defense in the entire game.
A Vivian/Nil would be the fucking master of life and death, and be able to actually, if at great personal cost and great preparation, restore life to the deceased, but only for a while. I'm thinking that there would be an OOC 30 day time limit after they've revived that character for them to play before the magic fails and they are dead again permanently. Give them the ability to say goodbye, to fight in that one last battle where they wish to achieve their true death. Maybe even cause them to slowly degenerate and skeletonize as they reach nearer and nearer to death with their stats slowly dropping each day.
---
Those are just some shit ideas I have if that were to ever happen, but alas, that's too much power for some people to have, maybe...?

What if staff are building an empath class a la Sylar in Heroes? :o  Just kidding, kind of.
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vivaduan/krathi would expulse immensely hot jets of steam and sow confusion and despair into the ranks of their enemies, blinding them and burning them.
Quote from: Adhira on January 01, 2014, 07:15:46 PM
I could give a shit about wholesome.

Quote from: evilcabbage on April 07, 2016, 12:47:33 PM
vivaduan/krathi would expulse immensely hot jets of steam and sow confusion and despair into the ranks of their enemies, blinding them and burning them.
And open pores for a beautiful, shiny skin.
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I don't really like the immense variety a 2-karma dude has over a 0-karma either, but I can't think of a viable solution.

Quote from: Nessalin-Fixed crashbug related to picking up books with bad data in them.

Well crap.  There goes my Snow Crash character concept.
Quote from: Lizzie on February 10, 2016, 09:37:57 PM
You know I think if James simply retitled his thread "Cheese" and apologized for his first post being off-topic, all problems would be solved.

"Oooh, so you think the Touched have a chance to become a full blown mage if they work -really- hard at it?"
That will never happen without asking prior.
And even then I doubt they will give you full magicker.
The same way with not giving full sorcs.

Yo. I just thought of this sick idea.

What if... each elemental subguild could learn all of an element's spells, but... the one they chose is the one they're most a kin to? Yeah?
Let's say a rukkian protection dood can use protection spells like for as much energy as they do now, but... when it wants to use empowerment spells it costs double or even tripple or even four times the amount? - or they can't use any power level above kral or something.

Yeah?
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