Splinter the Ranger guild into extended subguilds the same way magickal subguilds were splintered. Rangers are the quintessential mundane. They are rangers first, and people second. When you look at a long-lived ranger, you don't see a character, you see a compound warbow and scrub-camouflage sitting on a bench across from the bar. Letting rangers have magick is a farce. Rangers are the antithesis to magick. They are mage hunters extraordinaire. They are too powerful. They must be separated into separate subguilds to maintain game balance and the theme. They are a result of the previous administration's amalgation of wilderness abilities combined into one guild that is too competent. Too many arrows to control.
Also, removing the vast majority of Way communication would be cool. Maybe it could be used to coordinate playtimes by everyone having an ability to send and receive a simple psionic signal that tells the other person what room you're in. Sending out a signal to a living person who receives it could be the same echo as sending one to someone who is logged off or dead.
Destroy Rangers 2016
Rangers are the Jan Michael Vincents of Armageddon.
I agree. Rangers have too much, and its enough for several subguilds.
Rangers have it just right and I wish the other guilds were as versatile and supportive of multiple character archetypes with Subguild mixing.
Quote from: BadSkeelz on April 05, 2016, 11:21:02 PM
Rangers have it just right and I wish the other guilds were as versatile and supportive of multiple character archetypes with Subguild mixing.
They could make it the core guild and have everyone pick a sub or two to flesh it out.
And then we could all quit anywhere we wanted to, making having a secret hideout in the middle of nowhere for your crew of (magick) raiders that much more viable.
Warriors need to get hands free ride and branch direction sense late in their career.
Burgalar and pickpockets need to become one guild
Assassin need to branch chopping and slashing weapons at apprentice level AND be the masters of stealth, getting both wilderness and city stealth.
Merchants need to start wtih making_bandages and then branch bandage and brew from it AND they need one weapon skill+advance shield use.
Only then can the awesome Ranger can then stay the same.
How about we just give everyone the fireball spell and call it square?
Id rather have 2hand ride instead of fireball.
Quote from: MeTekillot on April 05, 2016, 10:18:01 PM
Splinter the Ranger guild into extended subguilds the same way magickal subguilds were splintered. Rangers are the quintessential mundane. They are rangers first, and people second. When you look at a long-lived ranger, you don't see a character, you see a compound warbow and scrub-camouflage sitting on a bench across from the bar. Letting rangers have magick is a farce. Rangers are the antithesis to magick. They are mage hunters extraordinaire. They are too powerful. They must be separated into separate subguilds to maintain game balance and the theme. They are a result of the previous administration's amalgation of wilderness abilities combined into one guild that is too competent. Too many arrows to control.
Also, removing the vast majority of Way communication would be cool. Maybe it could be used to coordinate playtimes by everyone having an ability to send and receive a simple psionic signal that tells the other person what room you're in. Sending out a signal to a living person who receives it could be the same echo as sending one to someone who is logged off or dead.
Destroy Rangers 2016
Are you drunk posting? Split Rangers / remove the way?
Answer: no.
Reason: See the recent Rangers OP or Main Guild discussion threads.
Quote from: BadSkeelz on April 06, 2016, 12:04:10 AM
Id rather have 2hand ride instead of fireball.
Let's compromise and settle on dual wielding fireballs.
make it a fireswird and i think I can live with this.
Quote from: BadSkeelz on April 06, 2016, 12:17:24 AM
make it a fireswird and i think I can live with this.
Done.
Get your buffs and let's roll out.
2man mantis valley group LF healer, DPS
This thread is weird. Is everyone drunk GDBing tonight?
Nah. Some are on pot AND drunk.
I'm with OP. But obviously it should only be 2 subguilds. One with sneak/hide the other with archery/mount-skills
And Warriors should start with the ability to pick one branched weapon to begin with.
Quote from: Dresan on April 05, 2016, 11:58:35 PM
Warriors need to get hands free ride and branch direction sense late in their career.
That too.
And the way should be replaced with carrier silk-hawks and widespread literacy.
And templars should only be Lady Templars cause they're hotter.
Didn't skilling up weapons skills become human speed recently? Although I guess its still too early to tell.
It's a lot faster in many cases with the change now, yeah.
Also Met never rolls rangers really as he has stated multiple times so I hope he is being ironic.
Quote from: BadSkeelz on April 06, 2016, 01:02:45 AM
And templars should only be Lady Templars cause they're hotter.
With Jessica Rabbit serving as the baseline template.
The
mandatory baseline template.
Quote from: Vwest on April 06, 2016, 01:46:28 AM
Quote from: BadSkeelz on April 06, 2016, 01:02:45 AM
And templars should only be Lady Templars cause they're hotter.
With Jessica Rabbit serving as the baseline template.
The mandatory baseline template.
Like this?
(http://i205.photobucket.com/albums/bb174/jamessummerton/4acdc3a21f9d602148ebe46036e1b73a_zpsblno63ge.jpg)
I'll accept it.
Quote from: Inks on April 06, 2016, 01:34:08 AM
Also Met never rolls rangers really as he has stated multiple times so I hope he is being ironic.
Yeah. That's the other reason I think this thread is idiotic.
Quote from: IAmJacksOpinion on April 06, 2016, 09:19:32 AM
Quote from: Inks on April 06, 2016, 01:34:08 AM
Also Met never rolls rangers really as he has stated multiple times so I hope he is being ironic.
Yeah. That's the other reason I think this thread is idiotic.
Hint: You're taking it too seriously. This is obviously Met's way of complaining about the changes to elementalists.
Quote from: Dresan on April 05, 2016, 11:58:35 PM
Burgalar and pickpockets need to become one guild
Why?
Quote from: Suhuy on April 06, 2016, 10:30:21 AM
Quote from: Dresan on April 05, 2016, 11:58:35 PM
Burgalar and pickpockets need to become one guild
Why?
Reasons.
Sneaky reasons.
Secret sneaky reasons.
...It's in line with the calls for a "Rogue" guild that includes them all. With the guild revamps, I'm wondering if this just might not happen.
All guilds should be made more analogous to D&D character classes.
- Assassin, Pickpocket and Burglar should be combined into a single Rogue, and should have master archery.
- Warriors should be prompted to select a Special Perk every time one of their weapon skills goes up a step. These would be things like Great Poison Resistance, Automatic Arrow Catching, No Unarmed Combat Penalty, etc.
- Rangers should be forced to choose between master archery and master dual wield/parry.
I won't even get started on casters.
Nah, I still think you should get rid of warriors.
They the only class that doesn't get scan now that the magic users are gone?
Haven't played one in a long time. Haven't played a pickpocket.
Let the unique warrior skills be part of subguilds only.
Then have assassin for city and ranger for wilderness - give them the same number of skills and abilities.
Simplify the top level then allow more customization for other skills through subguilds.
While we're at it we should probably remove humans. Too general. We need to specialize
remove all races from chargen due to regulations on slave pcs.
cabbages only.
slaves may be special apped as mindlessly loyal humans committed to growing and spreading cabbages across the known world.
Quote from: evilcabbage on April 06, 2016, 12:32:52 PM
remove all races from chargen due to regulations on slave pcs.
cabbages only.
slaves may be special apped as mindlessly loyal humans committed to growing and spreading cabbages across the known world.
You're an insane bastard and I love it.
Quote from: burble on April 06, 2016, 12:06:06 PM
Nah, I still think you should get rid of warriors.
They the only class that doesn't get scan now that the magic users are gone?
I think assassin and ranger are the only guilds that get scan.
Quote from: lostinspace on April 06, 2016, 01:33:53 PM
Quote from: burble on April 06, 2016, 12:06:06 PM
Nah, I still think you should get rid of warriors.
They the only class that doesn't get scan now that the magic users are gone?
I think assassin and ranger are the only guilds that get scan.
I think warriors are the only mundane guild that doesn't get scan.
Not sure about burglars, but all the rest do.
Quote from: QuillDipper on April 06, 2016, 12:09:40 PM
While we're at it we should probably remove humans. Too general. We need to specialize
This is a good point. Armageddon has never really been a game about human racial roleplay. 9 out of 10 races are non-humans. The game's pretty obviously built with non-humans being a major and fundamental part of regular play.
;)
also we need an IC concept of an afterlife and/or reincarnation so warriors can play to gain entrance to valhalla
I think a single rogue guild would detract far more than it could ever add. It would also be a retreat to simple diku days. If anything, I'd rather see three or even four variety of rogue guilds. Leaf through old AD&D books and you'll find some pretty clever ideas for various thief types. I think what sets Arm apart from other MUDs is this inclusion.
Assassin should be effective killers and eventually become the second best fighters in whatever environment. They should not just be considered a city rogue guild.
Assassin are the elite member of the team who rides near a camp with their group, before going in solo. Sneaking in from the desert, taking out soft targets in the parimeter before entering the camp and taking out his target before making their get away. They should be suited for killing single targets in any environment. Frankly I could even see them branching one type of exotic weapon to ensure their second place status amongst fighters.
Burgalar+Pickpocket = Theif: who is fantastic at stealing all types of shit . They should lose, backstab, poison, but keep sap (subguild thief= pickpocket)
(http://i51.fastpic.ru/big/2013/0102/45/a6a45f9ab0a56c58de56abb99aa10245.jpg)
After some thinking my opinion is that maybe we should keep rangers and merchants as they are and buff the other guilds in some way with unique and non-unique new skills.
Also add an aide guild. I will love it enough for all of us.
Quote from: The Silence of the Erdlus on April 06, 2016, 11:36:26 PM
After some thinking my opinion is that maybe we should keep rangers and merchants as they are and buff the other guilds in some way with unique and non-unique new skills.
Also add an aide guild. I will love it enough for all of us.
That exists.
It's called burglar
Quote from: Dresan on April 06, 2016, 09:15:07 PM
Assassin should be effective killers and eventually become the second best fighters in whatever environment. They should not just be considered a city rogue guild.
... They should be suited for killing single targets in any environment.
Assassin / Outdoorsman
or
Ranger / Slipknife
are both potentially exactly what you described. Honestly, I like it that way. If you're that skilled, I don't want you to have a subguild on top of everything else.
Who gives a fuck? It's fun!
This is such a strange cause to champion to me.
I can sort of understand the desire to nerf karma classes and races, but why would anyone want to nerf a mundane, 0 karma class that everyone has access to anyways!?
For fuck's sake!
I disagree with most of these ideas strongly, and frankly, I find it hard to reconcile the idea that we have a significant portion of the playerbase that seem to hate stealthy characters, and yet want to make them more powerful at all things stealthy.
They are actually on a pretty good level as far as capabilities of doing their role vs. capabilities of being able to wreck everyone's shit around them in the city. A large portion of this is because as useful as the ranger is, the majority of interaction happens in the city. Rangers are go-getters, and rogue classes are takers. Making takers ultimate badasses is not a good idea, and this is coming from someone who loves me some stealthy PC's. Assassins, as is, are city rangers in almost all comparisons, suffering only in the 'breadth' department because you don't need much 'breadth' when you don't leave the city much. If you do, the outdoorsman subguild gives you a tremendous leg up.
Ranger melee combat is so much weaker than people seem to give it credit for, I assume because they're looking at numerical values rather than practical usage of said numbers. Likewise, rangers became 'this good' because a number of years back people were complaining about how why they'd rather just play a warrior over a ranger any day. This led to refined mounted combat (which could use some tweaking) and direction sense. Not a whole lot else was changed at that point, which makes me skeptical of the reasoning that they just became OP; they just became a lot better at self-reliance and wilderness utility, which was the entire intent of the thing. They're good at what they do.
If we want to mess with classes, then make it things that move towards classless. Not theorycrafting that...clearly doesn't keep things in perspective as much as 'Well, this is what would make -me- play that role.'
The 4 paragraph responses are starting to roll in. You done good, Metekillot.
I'm astounded people haven't figured out this is entire thread is bullshit, yet.
the seeds of cabbage sedition are spreading further and further...
soon we will control every thread.
The gimmick is kind of old, chummer.
Sorry.
Quote from: Vwest on April 08, 2016, 02:29:32 AM
The gimmick is kind of old, chummer.
Sorry.
you assume a gimmick.
look inside yourself.
we are everywhere.
can confirm.
was stuntman.
am cabbage with bad typing grammar now.
Good god what are you
I disagree with the OP my rangers never skill up fast enough and have a tough time PKing several elementalists in one hunt before having to go back and rest up a bit. I think we need to bring back the "trap" skill and add it to their skill-set so I can distract those pesky rouge gickers with random packs left out in the sands to blow their faces off while I shoot them in their throats with my poisoned barbed death arrows of doom.
Also I think their haggle should be A LOT better since I'm always bringing back like ten bags worth of stuff on every trip, it only makes sense I would learn how to haggle over my precious dingy yellow leaves.
I've never seen such an obvious troll attempt go so well.
(https://s-media-cache-ak0.pinimg.com/236x/97/f6/7c/97f67cd83c17d0cfbbfef36fff448eec.jpg)
I think that splintering everything into subclasses is one way to get to a classless system - something I personally have wanted to see in Armageddon for a long time. Will it ever go that far? I doubt it - BUT choosing chunks of skills is one way to do something similar.
Why don't we just roll ranger and psionicist skills into one guild?