Recent posts

#1
New Player Questions / Re: Karma
Last post by Abaddon - Today at 02:56:59 PM
Quote from: Lizzie on Today at 02:17:02 PMThere are also players who have karma, but never play anything other than 0-karma roles. Playing a human combat or merchant or crafting or stealth character requires no karma, yet any of those options can rise in the ranks and become incredibly influential. They could become a Templar's "Executor." They could become a boss in the Guild. They could become a noble's Senior Aide. They could become a skimmer captain, or destroy the city's enemies, or gain notoriety as a master assassin.

NONE of those roles require any karma at all.


I've dabbled in roles of similar vein and flavor on ApocalypseMUD - most of them sound extremely badass on paper, but boil down to 'idle around until your Noble charge is around', or 'AFK until someone who opposes your city of choice's political compass pops up so you can harass them', or 'get paid to type 'backstab dumdum' on someone'.

It'd be cool if players had remotely any agency whatsoever. But from what I play on the other MUD, and from what I hear about this one, we don't.

But all your hospitality and nice comments are noted and appreciated. I doubt I'm going to be giving this a whirl, but hope to see you on the off chance I do!
#2
General Discussion / Re: Seasons: Start Date
Last post by chrisdcoulombe - Today at 02:50:01 PM
Quote from: Riev on April 19, 2024, 08:35:36 PMI have this blue coin an elf gave me ... is that worth anything?
. Upon closer inspection, you quickly realize its made of beetle dung.
#3
General Discussion / Re: Closure vs unsupported
Last post by Dresan - Today at 02:48:09 PM
Quote from: Riev on Today at 02:11:53 PMSince you can't start in Tuluk, I am GUESSING that any Tuluki Citizen PCs will be citizens in exile and not allowed to play behind the barricades.


While I totally understand the "I played Allanak the last 3 PCs and I want to play something different" .... Tuluk won't be the option. Yet.


The post says you aren't allowed to make PCs of tuluk or morins origins. Luirs is the best background you can have before starting in allanak or redstorm and making your way back.

Again, hope i am wrong but it just sounds like fully cutting off coded room access to tuluk's areas and amenities in an attempt to make the area unappealing to players.

More cenyr locations are not really the unsupported by staff areas I was looking foward to, and I dont think it will have the effect staff is hoping for either, probably the opposite.
#4
New Player Questions / Re: Karma
Last post by Tuannon - Today at 02:39:44 PM
They can do all that if they wanted to on 0 karma, and then not do it as a double foil to the hardcore plottists out there.
#5
New Player Questions / Re: Karma
Last post by Lizzie - Today at 02:17:02 PM
There are also players who have karma, but never play anything other than 0-karma roles. Playing a human combat or merchant or crafting or stealth character requires no karma, yet any of those options can rise in the ranks and become incredibly influential. They could become a Templar's "Executor." They could become a boss in the Guild. They could become a noble's Senior Aide. They could become a skimmer captain, or destroy the city's enemies, or gain notoriety as a master assassin.

NONE of those roles require any karma at all.
#6
General Discussion / Re: Closure vs unsupported
Last post by Riev - Today at 02:11:53 PM
I read this as being exactly what it was like during the time Tuluk was "partially open". Only citizens allowed behind barricades, leaving the Commons as a sort of "wild west" of politeness.

Since you can't start in Tuluk, I am GUESSING that any Tuluki Citizen PCs will be citizens in exile and not allowed to play behind the barricades.


While I totally understand the "I played Allanak the last 3 PCs and I want to play something different" .... Tuluk won't be the option. Yet.
#7
New Player Questions / Re: Karma
Last post by Riev - Today at 02:09:06 PM
I would add to Lizzie's post that not only are we checking to ensure people understand the roleplay and theme of the game, but we are also a perma-death game and plenty of the higher-karma "gated" roles have the ability to no-emote, no-RP kill someone's role.

There are no resurrections or do-overs. It would be unfair if a relative newbie were to come into the game, play a high-powered character and destroy people's fun and plot lines because they "didn't know".


I get not jumping through hoops, man. Trust me. I spent 20 (!) years in this game to earn the ability to have maximum "trust" with staff. And even that came with a caveat that I couldn't hold staff to a higher standard or be rude. The hoop jumping sucks, but in my mind the "death is final" stance makes me not want someone jumping from another game playing a special app half-giant sorceror who uses a magickal club with the soul of his best friend imbued. I kind of want them playing a couple half elves, a few humans.
#8
General Discussion / Closure vs unsupported
Last post by Dresan - Today at 01:59:48 PM
QuoteThis action resulted in the shutdown of several businesses and the construction of barricades around Red Sun Commons, restricting access to key parts of the city.

I hope i am wrong but this is beginning to feel like a closures versus just leaving areas 'unsupported' by staff. With the focus being on the south, tuluk needs to be the new redstorm (pre-crimsonwind era) with the amenities to allow people to live there.

Playing in the same areas after a death, with the same people that might have killed you is a tough ask. I have mentioned before the game also need allow players to piss an important person or screw up a crime and start fresh somewhere else.

It makes places where people can have truely fresh starts more important. Sadly it doesn't sound like its going to be redstorm with crimson wind seemingly evolving to something that does not fully adhere to their bandit/mind your own business roots. Luirs was never able to truely be neutral either after tuluk closed.

Intergration and consolidation are needed, but its a balancing act that is not the same as turning the entire map into just one simple small viable area with the same handful high karma people people always on the top. Repetition is the death of permadeath games and without viable alternatives for characters, people may begin to tune out after only couple of deaths.
#9
New Player Questions / Re: Karma
Last post by cnemus - Today at 01:58:00 PM
There are many roles that do not require karma.

Some are T'zai Byn mercenary, Arm of the Dragon militia, noble aide, PC tavern employee, affiliated criminal, and many others. All of the karma options actually limit your opportunities IG.

Depending somewhat on your personal playtime, the longevity award is quite easy to achieve on a single character.

My favorite characters have consistently been those that do not use karma. Most of the karma options actually limit where you can play, how you can play, or who you can play with. There is a lot more to Armageddon than the karma system. I hope it won't deter you and you'll come check us out.
#10
Code Discussion / Re: It's time to change the wa...
Last post by chrisdcoulombe - Today at 01:43:53 PM
IDK the random stats add some flavor too.  I rolled a dwarf with ai agility and poor strength and it was kind of a bias breaker.  He was fast and weak and relatively intelligent so his skills went up fast.  Combat was awful, but he managed to stay alive for 30 days played.  He died to a <redacted> while exploring <redacted> and would have died even if he had more strength.