Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!


Dimitri ✭✭✭


Somewhere cold
Last Active
Somewhere cold
  • Re: I HEART

    On this day, the most (supposed to be anyway) amorous of days. I would like to say this:

    Til death do us part. No seriously, this is the one time where one can say 'I will literally die without you' and mean it.
  • Re: Improving Imperian

    This may be the wrong section for it, and may end up needing a separate thread but I figured I'd want to get opinions before I even try and think this all out, and would like the admin to weigh in on if this is even valid.

    (words involving Templar/Runeguard/Deathknight and warhammer love)

    But seriously though, yeah, it needs some love. Lotta choice in weaponry but in the end, you've only got 3 options depending on your interest and how concerned you are with the efficacy of your class. Longswords are the favourite, followed by battleaxes, and scimitars bring up the rear think that's how it goes... But knight types can use a whole lotta other weapons that just don't get any attention anymore. Claymores used to be enhanceable apparently but it was deemed too powerful I think. DKs should get bonuses/skills for using raw power damage dealers like battleaxes and claymores. Brutish weapons for a brutal class. Templars should be the sword/mace and board and/or the warhammer group. Runeguards get to dual wield the one-handed family of weapons. (But make battleaxes two-handed first, k?) 

    Basically: remove reave and its whole setup line from the general knight skill pool, and have it as a demonic circle only skill and have it work with claymores too, and let DK enhance only those two weapons.

    Someone smarter than me should classlead this.
  • Re: Improving Imperian

    Since this is thread is about improving Imperian, and the bandwagon's destination is Entity-ville...

    1) Give entities the power to use NPCs as ventriloquist dummies, this could be fun, and is probably intended for them in the future anyway. I'm still saying it because it needs to be said.

    2) Give entities the ability to reverse teleport/summon (i prefer reverse teleport) people, not to the entity, but to some pocket dimension or somewhere similar to this. Some entities have their own little secret place already. There is an voluntary acceptance clause attached to the ability. (You have received a collect call from 'It's asking for my name, why is it asking for my name?', do you accept the charges?)

    3) More meddling. They're pretending to be gods, or most of them anyway. Let them meddle more since it's a hell of a lot more entertaining than the norm of 'Org A raided Org B for Objective Butter' or 'Hm, would you look at the time... it's Boss-Rush-o'clock!' and the fan favourite of staring into the Abyss of Idleness whilst slipping slowly into madness yammering on Discord (an appropriate name considering the bent of this thread now). Let them run their proverbial leash out on that, find out they're not gods. Maybe they are, maybe they aren't. Maybe they're secretly spaghetti monsters and we wind up with another plot monster to fight over when it'd make way more sense to band together on it.
    (This is not more of the same bitterness that is repeated ad infinitum, this is just a tribute to the bitterness and then the immediate kneejerk reaction of NO NOT LIKE THAT that often follows immediately afterwards)

    Meddling is the enemy of stagnation. Yes, the routine is nice. It's pretty, it's normal. I like showing up and finding out that my pants are still on my person, my guns are still loaded and my world is exactly as i left it as before. But every now and again, I like to flip the ant farm on its head and shake it up. We all do this as gamers, we save the game. Break our internal RP and go on a rampage with our super-powered protagonist and when we've had our fun, reload the save and resume normalcy. This is good. I like it when things get flipped on their head for a while, and we fight to return to our normal status. Do I want some lasting changes from it in this particular game? Yeah, I'd like some persistent consequences. I'm still waiting for some myself from the last event.

    Castrating the entities into a shell of what-could-have-been just so you can continue on your own power trip has got to be the most boring 'fight' I've ever heard of. Imperian turns players into supermortals. We're not gods per se, we're not entities, but we are definitely not standard mortals. We need a proper challenge, the only thing that stands in the way of Aetherian 'mortal' supremacy is the last few vestiges of pre-Mortal Age divinity (Legion), an MIA horde entity, and a newly minted High Lich.
    The entities can give us that, either through whatever they get empowered with in the future and give it to us through mini-plots that hopefully run together or at least follow a comic book like formula (complete with retcons!) or by being an actual pain in our collective necks. But they NEED to have teeth to be even a remote challenge to us in any regard be it 'physically' as an actual keyboard mashing fight, OR as basically a DM.

    And you wanna nerf them like an overpowered profession? Are you serious? Are you that insecure about whatever it is that's got you (I'm using the general 'you' here) in such a twist over a handful of people who wanna make our lives a smidge less boring on a regular basis like we wanted that you're calling for a ballgag on their potential before they've even had a chance to get to grips with the game?

    I want to see the entities get really elbow deep in this sticky mess we call a game. They can provide a welcome distraction while Dec, Eoghan, Jeremy and whoever else tinker away at whatever machinations they have in store for us. But they can't do that if we constantly bash their faces in whenever they slip the leash you're trying so very hard to slip around their heads.

    Only it's not a leash. It's a damned noose.

    Post edited by Dimitri on
  • Re: Improving Imperian

     My suggestions are as follows:
    1)   Block entities from travelling inside homes or at least travel blocked rooms.
    2)   Give sect leadership exclusively to its leaders and use entities in a creative support role and for rp.
    3)   Give sects the ability to separate from their entity.
    4)   Don’t force entities on people that don’t want them. I think it’s a valid path of RP to be against them. If the players behind the entities don’t take it too personal, it provides for some interesting rp in its own right.
    5)   Don’t penalize orgs for not using entities. I don’t like thinking that an org might be penalized or another given an advantage during an event because of entities.
    6)   Ask entities to be on guard about using their powers in ways that breed suspicion.

    My rebuttal.

    1) Most of these entities are not from Imperian, or from IRE at all I think. So expecting them to know when you've closeted away in your boudoir wearing nothing but a smile is really beyond their limited omniscience, or even beyond your proposed limitations.

    2) Joint leadership is better, the odds of BOTH the current leader and the entity buggering off is low, though this bashing of them continues they may all just bugger off for greener pastures. But you'd enjoy that wouldn't you.

    3) This is fair, honestly. People change, or you may find out that there was a fundamental misunderstanding between your sect and your limited power (un)intentional drama factory.

    4) No one's forcing an entity on you, why do you think this is the case? Yes they're fishing for a cult that will accept them, that's in their RP that's not Jeremy or someone higher up the food chain going GET A JOB YOU LAZY ORBS, OR I'LL MAKE LEGION EAT YOU. That's progression, the thing we've been gagging for ever since I showed up to this arms race scene.

    5) Don't think about it then? You're worrying about something that is arguably out of step with the rest of what Imperian offers to its players. Consequences are minimal, or at least mitigated by throwing money at it.

    6) Well where's the ducking fun in that?

  • Re: Character Theme Songs

    Engineers got me like: