So it takes even less people to vote for freezetag, deathball, and king of the hill?
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
So it takes even less people to vote for freezetag, deathball, and king of the hill?
Truth be told, it would probably be an even more solid method to get what you want. You wouldn't be on market having every random idiot (i.e. me) queueing for freezetag because they are super bitter. You could probably pull enough folks by just asking in Bellatores or King of the Spring now that Iriaen is back.
It's especially awful because your choices are that you can use your abilities in an awful terrible no good very bad way, or you can write an all up healing system to avoid burning salve balance on a dot that does practically no damage whatsoever. In the case of heat blood, you also can't let autocuring track defenses because caloric is a defense.
It's awful because the Garryn-bot is not just a Newb's First Healer that players are expected to graduate from; it is a full-up all-in healing system that the vast majority of your playerbase will use for the entirety of their time in Imperian, and it shouldn't reduce the effectiveness of skills for arbitrary reasons.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
I noticed that the reasons for favour/disfavour were added to messages and I was hoping we could get the same for trade skill approvals and rejections. It would make things more convenient so I don't have to log in to check the status of my design.
I noticed that the reasons for favour/disfavour were added to messages and I was hoping we could get the same for trade skill approvals and rejections. It would make things more convenient so I don't have to log in to check the status of my design.
The average rejection reasons is quite a bit longer than the average favour reason, and often has no context without checking the design, so I don't think we'll be adding the full reason to these messages. I will, however, change the reporting to include the TYPE of change when a change is logged. Is that suitable?
Alright, guys. I've pushed out the change to design notification messages, as well as given you cityfolks a couple of new toys to play with.
I'll be pretty busy with my day job for the next week, so I won't be releasing any changes for at least that long, but you should all keep making suggestions!
Not that it's an epidemic or anything, but Cerise really should not be able to facilitate cross-circle inductions - e.g. a Celidonian joining the Dunestriders.
Are you upset they joined the guild or got the prof? Either way, it's not really a huge deal. Just kick them out and tell them "bad <x> don't join our circle."
I've idea'd it before. But for novices, Cerise should induct into both Guild and aligned city/council. If experienced players want to be in Guild/Cities that don't match, they can take the time to get inducted themselves.
As a newb who recently poked around with the character creation, I think that issue is a bit deeper than just a fix to the induction mob. The starting guildsystem here is a bit confusing and it took me rerolling several times until I ended up with the right guild/class combo - my pal said I should try out Tzolkin but it looks like your class determines where you go (despite each guild having several classes), so I kept making newbies until I ended up there. I'm a defiler, now, and am not really liking the profession but I'll play with it a bit more before giving up. Apparently my buddy just used Cerise after reading help files about the different guilds and joined as a Druid (which he dropped in favor of the rogue class).
Anyways, the intro felt kinda convoluted to me, since class identity doesn't seem as tied to guilds as other games like Lusternia or Aetolia have it, so (in my opinion) being able to use the induction mob as a stop-gap to cover that wonkiness is better than just flat out denying new players a chance to go where they want. That said, I think the entire process is not very intuitive and could benefit from a clearer illustration of what classes go where (you can't even read the entire overview of each class in the creation screen, it hits pagelength and won't let you scroll) or if you could pick your guild first and then select a class from the ones associated with it. At the least, more info about the classes would be helpful as the HELPs for each of them focus on the skills which doesn't mean much if you're new to the game - which is cool, don't get me wrong, but a blurb at the start saying something like "Yo, defilers are warped druids with shadowmagic who lead around tormented treants" or whatever, that'd be pretty helpful. The lack of conceptual info about the classes means that the guild write-ups become what some of us read when determining what to "be" but then we can't actually control that when we go through the intro.
I understand that the intro has some problems. I haven't gone through it since the changes but have seen situations where people are getting dumped into one of two (or three) guilds that have that profession seemingly at random. However, Cerise still shouldn't facilitate cross-circle inductions. If someone would rather join the Wardancers than the Wardens that's one thing, but the induction mob shouldn't be circumventing other mechanics (guild restrict/allow) that prevent newbies from cross-circling.
Defiler is a really awkward profession to start out playing Imperian with. I don't think the bashing is all that stellar. Sure, you're tanky, but you're slower than is necessary. You end up taking far more hits than you can really tank, which lets other classes have better clear times. Once you wade into pk it's sort of a shitstorm of "how many mechanics do I have to learn." Defiler is a clustermash of half completed, equally bad mechanics. Do you want a root or a splintered seed? Do I want to push for a whole seed? What attacks cause entropy and how much entropy do I need to be awesome? How do I keep track of entropy? (magic, only way). All of these desecration skills, what should I use, when? It's pretty crazy, but it's also why I like it, from my old player perspective.
So quick advice.
-PK get the fastest flail you can. More ravages, more entropy, more shenanigans.
-You really cannot go wrong with ravage/shred as a fail-safe.
-Always roll with recuperation, regrowth, antibodies, confutation, waterwalk, fleetness, toughness, grip, blooddrinker
-Highlight anything to do with thornroots/seed/splinters (1st person give, 3rd person give, them fading, etc. Get used to tracking this in your dome
-Highlight someone in demonic calling hp/mana over ring. This helps determine what attacks you want to use.
-Make a shadowbind project %1 alias. This is awesome for those times when you need to run away from the zerg
-Join a sect. Learn to benevolence favour. This will give you +1 to all stats and hulk you up a little while you aspect
-Strong/Athletic/Dextereous are all good bashing statpacks for defiler. If you want +1 balance, Athletic > Dexterous with 0 evasion. If you're trans evasion dexterous > athletic.
-For bashing, I go with higher damage flails
If you have any questions, bug me in-game and I'll try and help you muddle through the ???? that is defiler.
Edit: Oh, you're in powerful statpack. Yeah, in Imperian our game isn't really designed to be at all sympathetic to 'tanks'. Imperian does not cater to 'tank builds' in any real way, shape, or form. Our skills aren't balanced that way and we have a cadre of nnnggghhh that will have a seizure if someone mentions the 'overkill' ability from Aetolia (which is what lets you tank-nuke things).
For the newbie zones powerful was great! I was one-shotting everything which was faster than 2 quicker-speed balance hits. There was logic behind the choice!...but then I forgot to try out other stuff and hit level 30 and was like oops.
Thank you for the advice. I'm happy to stay with the class and feel things out a bit more. It's got a cool sort of aesthetic to it.
Impose a hard limit on the amount of time an Aspect can hold a monolith at one time, regardless of activity. Something reasonable would be a real-life week, though I'm totally okay with half that. There are people who very rarely venture out into the world who are holding monoliths for what seems like an eternity, and I don't think this proposed limit is an awful thing even if these people are a relative minority. Monoliths should be a thing that are almost constantly in flux, across the board. If you want to hold one or more forever, buy permanent ones.
Drinking poisons should afflict you with whatever the poison is
It used to, or at least I recall it doing so.
<div>Message #2062 Sent By: (imperian) Received On: 1/20/2018/2:59</div><div>"Antioch has filed a bounty against you. Reason: Raiding Antioch and stealing Bina, being a right</div><div>ass, and not belonging anywhere near Antioch till he grows up."</div>
Drinking poisons should afflict you with whatever the poison is
It used to, or at least I recall it doing so.
H:99% M:100% < pp eb> XP:7.91 Time: Early morning drink iodine You gulp down the toxin iodine, wetting your palate. H:99% M:100% < pp eb> XP:7.91 Time: Early morning
Comments
It'd be awesome to lock them in a channel all their own so they can solicit for the arena without spamming the market with that nonsense.
Also, can that channel be turned off? Would be amazing.
Instead of
ENVENOM SABRE WITH (TOXIN)
SLASH (DUDE)
Please? Pretty please? I know it's very niche, but it saves time.
That's an awful way to run it, though.
It's especially awful because your choices are that you can use your abilities in an awful terrible no good very bad way, or you can write an all up healing system to avoid burning salve balance on a dot that does practically no damage whatsoever. In the case of heat blood, you also can't let autocuring track defenses because caloric is a defense.
It's awful because the Garryn-bot is not just a Newb's First Healer that players are expected to graduate from; it is a full-up all-in healing system that the vast majority of your playerbase will use for the entirety of their time in Imperian, and it shouldn't reduce the effectiveness of skills for arbitrary reasons.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
‘Every sword’s a weight to carry. Men don’t see that when they pick ’em up. But they get heavier with time.”
You gulp down the toxin iodine, wetting your palate.
H:99% M:100% < pp eb> XP:7.91 Time: Early morning