Brainstorm for "Final Result" input

Started by Lizzie, March 25, 2016, 07:28:30 AM

I'm all for including both code and roleplay into one holistic bundle, but you all are totally forgetting a very important fact.

Witches might be 'super powered mundanes' but guess what, they have always been super powered. Now they are just in a possibly less squishy way.

I'm okay with witches potentially being even harder to kill without something (literally) blowing up in your face.

You who go "oh now they're just mundanes but better!" are completely ignoring the fact that witches are still the same outlawed, downtrodden, social pariahs they have been for the last decade+ of the game. Rogue witches will always, always be one mistake away from being hunted until they are dead.

One. Mistake.

Quote from: Delirium on March 26, 2016, 07:17:18 PM
I'm all for including both code and roleplay into one holistic bundle, but you all are totally forgetting a very important fact.

Witches might be 'super powered mundanes' but guess what, they have always been super powered. Now they are just in a possibly less squishy way.

I'm okay with witches potentially being even harder to kill without something (literally) blowing up in your face.

You who go "oh now they're just mundanes but better!" are completely ignoring the fact that witches are still the same outlawed, downtrodden, social pariahs they have been for the last decade+ of the game. Rogue witches will always, always be one mistake away from being hunted until they are dead.

One. Mistake.

No, they're not the same. They have a third of the magicks that their predecessors have. And, the magicks they have are no longer well-rounded; they are now required to specialize. Same risk, same social outcastery, with less actual reason for anyone to give a shit that they're witches (because they're not - they're now rangers with rangz or warriors with quake, or merchants with heal, etc. etc.)
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.

Quote from: Delirium on March 26, 2016, 07:17:18 PM
You who go "oh now they're just mundanes but better!" are completely ignoring the fact that witches are still the same outlawed, downtrodden, social pariahs they have been for the last decade+ of the game. Rogue witches will always, always be one mistake away from being hunted until they are dead.

One. Mistake.

I do get sort of confused by people who look at it from the code side of things, rather than the roleplay. I think to myself, "Perhaps they haven't played a gemmed recently." But that's sort of rude as a statement without any explanation.

My gemmed don't get to interact beyond hostile or business or eww, witch communications with mundanes; idle bar chatter for some, maybe, until the mundane tells you to leave the bar; I don't spamcast so I have literally nothing to do half of the time but skills that most people get such at grebbing or cooking, and much of nothing to do if I don't feel creative with my emotes; much, much, much smaller pool of people to draw help from, to be hostile towards, to become friends with, to go hunting with. Boredom, in the past, was my major reason for storing gemmed, even during the one time there were a good dozen witches around during my playtime.

Nothing kills a story, a character and their accumulated skills like boredom. Although some would say this is a good thing with the old witches, keep their numbers down.

And being able to treat witches like real people instead of knowing they are witches because 'all witches are extremely weak and nontalented for no reason'? Yes, yes, yes. If they get warrior and ranger removed as options due to a few jerks' fuckups with krok skin, they'll still have the options to be -people- with -skills- and -languages- and -haggle- and -kick- which they could not have before without the almighty sacrifice of the measly subguild.

I don't know where all that came from.

March 28, 2016, 10:39:45 AM #28 Last Edit: March 28, 2016, 10:48:37 AM by Chettaman
Once upon a time I believe that anything was possible in this game.
And then I saw that flash powder was taken out of the game, and being so new, I had never even touched the stuff. It hadn't really dawned on me that something, all of a sudden was not possible. The next thing that was taken away was sandwiches. This hit me hard. Because I had /really/ been wanting to make one. I was a dummy back then so I didn't even roleplay squishing anything between two pieces of bread - which I do now against the will of our gods.
This slap to the face was a testimony to just how much was possible in this game. Then, I guess other things became impossible and ... it broke my heart, because now I know that my characters aren't completely mine (In a sense). I have to ask permission to do something that makes sense for my characters sometimes. ... and sometimes the answer is ''no''. Sometimes the answer is ''no, because''. And sometimes the answer is ''yes.''

Most of my characters are nothings that try to do nothing. But every once in a while I'll get pulled into something and I have to do something... It's been a while since that's happened, though, so who knows if things have already changed.
I would like to see more patience from our beloved gods. Instead of telling people ''no'' or ''no, because.'' Lead us in a direction we can accept. Fool our fantastic minds with ''acceptable'' alternatives. Say, ''no, but you can... or you can try...''.

I see Armageddon now going down a path of stagnation! ... which isn't bad, because I enjoy playing this game  without skill sets. But the addition of extended subguilds as choices now leads me to believe that the gods want to care less. (no offense) by making them choices in character creation, these incredible exceptions have become normal. Staff can trust us to use the skill sets of nearly two guilds at once. ... which ya know... has always been what we've all wanted. Lizzie, I think, proposed just giving us /all/ the skills. I kind of like that idea.
I like the idea of giving us the ability to choose which skills we get - Karma unrelated until magick or race is involved. Or, another idea...
After having two or more karma being able to choose skills becomes possible.

I mean... if you can trust me to make a warrior stone elementalist, you can trust me to pick a certain skill set of my own. You could use the guilds and sub guilds already present as ''templates''.
>warrior - gets warrior skills at a lower cost of "character creation points"
>subguild thief - gets thief skills at slightly lower cost of ''character creation points''.
> any skills outside of the warrior guild or thief subguild chosen come at a greater cost of ''character creation points''.
- main guild skills could cap near however they are now.
- sub guild skills could cap near however they are now.
- any skills outside of the guilds chosen would have to spend extra ''character creation points'' to make higher. (or, those points could be used towards raising the cap of the main and sub guild skill caps.

or something.

You could even do that for magicker (sub)guilds!
**ha. Lancer said something like this on the first page.
*** by the way. I've always wondered, but forgot to ask if it's alright for me to roleplay making sandwiches. Because I do.
Live like God.
Love like God.

"Don't let life be your burden."
- Some guy, Twin Warriors

Quote from: little chicken woman on March 26, 2016, 09:56:21 PM
Nothing kills a story, a character and their accumulated skills like boredom. Although some would say this is a good thing with the old witches, keep their numbers down.

And being able to treat witches like real people instead of knowing they are witches because 'all witches are extremely weak and nontalented for no reason'? Yes, yes, yes. If they get warrior and ranger removed as options due to a few jerks' fuckups with krok skin, they'll still have the options to be -people- with -skills- and -languages- and -haggle- and -kick- which they could not have before without the almighty sacrifice of the measly subguild.

I don't know where all that came from.

I think boredom has been a real problem with gemmed and even rouge witches. Sure you -can- do a lot of things, but no one really wants to do them with you unless they are also a witch. So you end up solo and that is fine for a time, but not long term.  The changes staff have put in, will go quite a ways to changing all of that, yet more for rogues than for gemmed, who still  wear that thing on their neck. Even if I am Trooper Malik, Best Basher in the Byn, as soon as I get a gem I am done.

So to me, it seems like we have changed some variables in the equation, but one of the stickiest remains un-touched: What to do with the gem.

Personally, I think that the ability to detect if another PC is an elementalist should be removed from the game. That would give the new brand of gickers the ability to live semi- normal lives. They would only be outed if someone saw them casting..and lived to tell.

And for the gemmed, the slaves, the lowest of the low, offer them the ability to become FULL mages, with the entire spell tree of their element. So they may have a lot of solo rp, but they would get something in return. 

You would have to make the choice to be gemmed in char gen, or perhaps by special app.  No accepting a gem IC. If you are an elementalist without a gem, and you get outed, then it is death on sight in town.

To me, this would still allow for the full mage option to exist IC, and make ample room for the new changes, keeping as it were, a larger group of players happy.
At your table, the XXXXXXXX templar says in sirihish, echoing:
     "Everyone is SAFE in His Walls."

Quote from: Norcal on March 28, 2016, 11:48:57 AM
Quote from: little chicken woman on March 26, 2016, 09:56:21 PM
Nothing kills a story, a character and their accumulated skills like boredom. Although some would say this is a good thing with the old witches, keep their numbers down.

And being able to treat witches like real people instead of knowing they are witches because 'all witches are extremely weak and nontalented for no reason'? Yes, yes, yes. If they get warrior and ranger removed as options due to a few jerks' fuckups with krok skin, they'll still have the options to be -people- with -skills- and -languages- and -haggle- and -kick- which they could not have before without the almighty sacrifice of the measly subguild.

I don't know where all that came from.

I think boredom has been a real problem with gemmed and even rouge witches. Sure you -can- do a lot of things, but no one really wants to do them with you unless they are also a witch. So you end up solo and that is fine for a time, but not long term.  The changes staff have put in, will go quite a ways to changing all of that, yet more for rogues than for gemmed, who still  wear that thing on their neck. Even if I am Trooper Malik, Best Basher in the Byn, as soon as I get a gem I am done.

So to me, it seems like we have changed some variables in the equation, but one of the stickiest remains un-touched: What to do with the gem.

Personally, I think that the ability to detect if another PC is an elementalist should be removed from the game. That would give the new brand of gickers the ability to live semi- normal lives. They would only be outed if someone saw them casting..and lived to tell.

And for the gemmed, the slaves, the lowest of the low, offer them the ability to become FULL mages, with the entire spell tree of their element. So they may have a lot of solo rp, but they would get something in return. 

You would have to make the choice to be gemmed in char gen, or perhaps by special app.  No accepting a gem IC. If you are an elementalist without a gem, and you get outed, then it is death on sight in town.

To me, this would still allow for the full mage option to exist IC, and make ample room for the new changes, keeping as it were, a larger group of players happy.

how about -no-.

if you get caught in allanak, they gem you. changing that completely would just be stupid and make elementalism an even MORE isolated role than it already is.
Quote from: Adhira on January 01, 2014, 07:15:46 PM
I could give a shit about wholesome.

detecting magick makes sense. It's about that [redacted], man that [redacted], dood.
I don't think taking away more important aspects of the world would help make ''the end result'' any better.

As for ''full elementalists'', I think it would be cool to at least make it possible through special application... because you know it makes sense, baby. *wink Or even heavy roleplay.
Becoming a full elementalist shouldn't be impossible, because well... ''anything'' is possible in this world of ours. Don't make our beloved armageddon a generic MMO!

... except those things that have been deemed impossible. Like sandwiches.
Live like God.
Love like God.

"Don't let life be your burden."
- Some guy, Twin Warriors

^
Removing the ability to determine if someone was a gicker would make it much harder to get caught. Your PC would have little isolation at all. Until you made the one mistake.  Then it is time to run.

I suppose they could still give you the option of the gem, yet not the full mage bit. Not sure how you could do that for an existing char.
At your table, the XXXXXXXX templar says in sirihish, echoing:
     "Everyone is SAFE in His Walls."

Quote from: Norcal on March 28, 2016, 12:01:06 PM
Removing the ability to determine if someone was a gicker

I mean, drovians are gone, so this one seems like it's been covered pretty well I'd say.
Quote
You take the last bite of your scooby snack.
This tastes like ordinary meat.
There is nothing left now.

Quote from: Patuk on March 28, 2016, 12:05:03 PM
Quote from: Norcal on March 28, 2016, 12:01:06 PM
Removing the ability to determine if someone was a gicker

I mean, drovians are gone, so this one seems like it's been covered pretty well I'd say.

Ontdek IC  :P
At your table, the XXXXXXXX templar says in sirihish, echoing:
     "Everyone is SAFE in His Walls."

Quote from: Patuk on March 28, 2016, 12:05:03 PM
Quote from: Norcal on March 28, 2016, 12:01:06 PM
Removing the ability to determine if someone was a gicker

I mean, stuff!

Shhhhhh! quick change your post or everyone's going to realize!
Live like God.
Love like God.

"Don't let life be your burden."
- Some guy, Twin Warriors

The fist post has been edited, but I think I'm being on topic by proposing the following:

BadSkeelz Final Changes Final Decision Brainstorming Until He Thinks of Something Else That He Thinks Would Be Coolâ„¢

The current Extended Mundane Subguilds become the new base Subguilds
I am not sold on these subguilds being so powerful as to require Karma. A Stealthy Warrior is not as stealthy-dangerous as an assassin, an assassin-protector is not able to go toe-to-toe with warriors (well, maybe, Protector is pretty good).
Nor do I buy in to the argument that it would "open the floodgates" of mastercrafts - and if it did, is that such a bad thing? Furthermore, giving Mundanes to take "powerful" mundane subguilds would help restore some of the lost balance of Magickers vs Mundanes. Not that Armageddon was ever balanced or was supposed to be balanced, of course, but it would help differentiate mundanes and magickers again. "Oh, you're a ranger who can shoot fireballs? Well I'm one that can sap you/master block and parry/craft cool shit that people will use long after you're just a PK report."

Mundane skills added to Mundane Guilds
Give everyone some level of climb. Apprentice or Journeyman level of climb would go a ways towards opening the world up to mundanes other than rangers, and make it so the most frightening thing in the game isn't necessarily an RPT with a climb check.
I'd like to see the ability to restrain someone via mundane means added.

Reinforce the Documented Magicker Hate
Those who think magick-subguild PCs are now just out and out "Better" than mundane subs appear to ignore an important fact - magick is hated and feared in all civilization to some degree or another. Even in "Ain't my business" Red Storm, publicly casting magick will get you killed. Even being known as a magicker might get you lynched. If players choose to see magick as simply a coded tool to give them an advantage, the Virtual World needs to punish them for that. The first Allanaki Sponsored Role who's caught using or tolerating a bunch of rogue Gickers in their clan should be publicly admonished and executed. The goal isn't to shit on magickers or magick-liking players - it's to maintain the divide and challenges that are part of what make Armageddon magick unique.

Add more Magicker documents
The new subguild descriptions for magickers are pretty damn cool. I'd like to see the Gemmed get a similar amount of attention, for their place in society to be better codified. Or at least be more evocative than "Here's a Gem, please don't meaningfully interact with anyone other than other Gemmed, Templars, or Oash nobles." What are they doing in those Temples all day? Because judging by the echoes it's a lot of spamcasting, which is kind of disappointing.


Quote from: BadSkeelz on March 29, 2016, 02:18:53 PMWhat are they doing in those Temples all day? Because judging by the echoes it's a lot of spamcasting, which is kind of disappointing.

Not just spamcasting, but doing stuff that would get PCs crimflagged these days. It's very misleading.

Why do the gemmed do magickery things in the temples?

My incomplete reasoning is that, understanding something that you've been burdened with makes you better accepting of said burden.
And then when you go out and you're literally ignored for an hour or two, it's kind of like... alright. I guess only other magickers are going to roleplay with me. Understandably so, because people who ignore you are roleplaying their discomfort towards you.
And then when you go even further out and you're attacked or ran away from it's kind of like... alright. I guess only other magickers are going to roleplay with me. Understandably so, because people who attack you or run from you are roleplaying their discomfort towards you.

Could you do things to force your way to interact with others? Surely. Like... be the bad guy. Or ... be the hero. Or... go to a place where people won't mind talking to you. Or... putting them into a bad situation that you created. Or...
I can't think of any other ways to interact with others as a pariah of society.
But. It is reasonable for gemmed people to interact with just magick people, because t is reasonable for the majority of peoples to avoid gemmed people. Even other magick people avoid gemmed people!

But I get your idea. More documentation like... known histories of the temples probably passed by word of mouth by those inside of the temples.
>Discuss MagickTeacher WhatWeDo
the magick teacher of magick says to you, "We spam cast all day."
the magick teacher of magick says to you, "The element we serve does this and that and I can help you to understand. Ask me anything about the WORDS or how to perform SPELLS. Or maybe WHY we do what we do."
Live like God.
Love like God.

"Don't let life be your burden."
- Some guy, Twin Warriors

April 01, 2016, 03:46:06 PM #39 Last Edit: April 01, 2016, 03:55:40 PM by Chettaman
Psionics.
I'd actually like to see them become a much more taxing thing. Like for people with high intelligence it's as easy as it is now, while for people with low intelligence it's like 50 stun a message!
And for anyone who specializes in psionics you know... it's always easy.

And for those who /need/ psionics to play as in merchants and such... better hope for high wisdom roles or start mastering the way. Muahahaha!

*edit I doubt it'll happen, though. I remember when Gunnerblaster called me up once and was like, "Yo, douchebag. Guess what? They changed how contact works." And I was like, ''Oh, sweet. They made it more difficult to do?'' and he was like, ''no, they gave everyone master contact.'' and I was like, ''say what....?!''.

I might of missed the thread about why they did that. I'm sure it had to do with how people are born with the ability to use it.
This would give people a reason to interact more. ... but maybe I'm just projecting from my hope that facebook, instead of making people interact more it does the exact opposite.
Live like God.
Love like God.

"Don't let life be your burden."
- Some guy, Twin Warriors

Quote from: Chettaman on April 01, 2016, 03:46:06 PM
Psionics.
I'd actually like to see them become a much more taxing thing. Like for people with high intelligence it's as easy as it is now, while for people with low intelligence it's like 50 stun a message!
And for anyone who specializes in psionics you know... it's always easy.

And for those who /need/ psionics to play as in merchants and such... better hope for high wisdom roles or start mastering the way. Muahahaha!
Hey thats pretty good.