Praetor 1550 Share Posted June 14, 2014 Might be flogging a dead horse but still going to put down my ideas on it. Not even sure if they're going to be there or not. I've heard various conflicting opinions. I hope they will. Undead in 4.0 It's been said before. Here's the way I think they should be, if they ever do get there. Not led by a Game Moderator or anyone with more power than your usual player. (That excludes admins, game moderators and event team members.) Not led by any one person Out of Character. Led by a council of players who then have a leader In Character and his right hand men. Outside of the game, they decide together. Given fireball and lightning powers with destructive capabilities. (It should be strictly forbidden to wantonly grief places without roleplay. They should be able to damage villages -for example- as long as people are there to react and fight against them. They should also try not to just tear apart buildings unless there is a reason -people hiding inside-. Use it tastefully. But spam dat lightning.) Freedom to decide on what events they do and when. Admins took a fuckton of time to decide anything when I was playing and I doubt it changed. Have a GM/Admin check in once a week to chat about their plans and see if they get in the way of any Admin events. If so, reschedule one or the other. Admin roleplay events shouldn't take priority. This can be decided between them. The Admin could also offer ideas. Game Moderators should always be ready to help them if they're trying to run an event. No Admin or Game Moderator should be able to play as an important member. (That means anyone but a minion.) They have a job to do and if they're doing it well they shouldn't have enough time to dedicate to an important position like that. Balance them. What I gathered from my limited experience with the non-iMattyz 3.0 antagonist, the were buff as f*** and just demolished people with ease. This is bad. The undead were great because they were killable once you got close and that was the hard thing, getting close. An epic fight could be an Undead on the top of a tower raining death on a city while zombies try to keep players out from his tower. You could even mix in a few corrupt players fighting for him and make it even better. F*** thirty pages of lore on how they came back. I honestly couldn't care less about the why of the whats and the whens and wheres. All it boils down to is saying 'They came back because Iblees is a hot female dark elf and found a way out of the Nether.' Boom, one line and some willing suspension of disbelief and you've got a good antagonist again. Write lore later if you have time, don't make it a wall that prevents gameplay. Build some ****, make it look good and toss it over to the Antagonists. Nice buildings are good, but they're nowhere near as important as good antagonists. Cough* All those buildings up north in Anthos *cough. Choose players with few OOC affiliations to any place if possible. Even if nation players aren't biased, you generaly don't want to go burn down your friends city and suffer his anger later. -Of course, nation players could join later but the leading core shouldn't have too many affiliations.- Choose players with thick skins. You don't want spineless maggots that are going to change their ways the moment someone cries about how bad they're doing. You want people who continue even if they attract occasional hate. Even better, get some of the old undead. You want it to be operated like they did, what better way to do it than that. Don't spawn anything for them. Give them a staff and maybe a plugin to make hunger have no effect on them (if easily doable), then throw them out there. Make them build the antagonist from zero upwards. Make them gain their own fame through playing and not threads. They don't even need to be confirmed. Let it leak out on it's own. This, in my opinion, is the recipe for a good antagonist that people will fear. Why would they fear ? That's been repeated I don't know how many times. Because they'd have the threat of dying in MC and loosing their items, or loosing their houses. That's fear in MC and you're not gonna get it through simple RP. (Except on rare occasions.) You might have read this a dozen times in a couple different posts and I might be bringing nothing new to the table. But I firmly believe they're one of the best options. 11 Link to post Share on other sites More sharing options...
Lago 2572 Share Posted June 14, 2014 It's kind of late for this sort of thread this far into 4.0's development. The undead were great because they were killable once you got close Were it not for godmode, being teleported back and the GMs that didn't even change their skins before they started flying around against the Undead player's will whacking players with lightning bolts. For all its strengths, Aegis was a mess. Link to post Share on other sites More sharing options...
Zarsies 6795 Share Posted June 14, 2014 Everything you've said is of general common sense save for save stuff that is just... wrong? Or not helpful I suppose. Either way it's just your opinions. :P Going to move and lock this, as it will only cause inflammation for the antagonist situation. Just trust me; we've got it together. Link to post Share on other sites More sharing options...
Praetor 1550 Author Share Posted June 14, 2014 It's kind of late for this sort of thread this far into 4.0's development. Were it not for godmode, being teleported back and the GMs that didn't even change their skins before they started flying around against the Undead player's will whacking players with lightning bolts. For all its strengths, Aegis was a mess. Aegis was a mess. Check out the other pointers, I'm talking about a player only group. No GM intervention unless it's to move crap or something like that. 1 Link to post Share on other sites More sharing options...
TheBareSheet 194 Share Posted September 21, 2014 Moved to the Great Library. It shall be sorted into appropriate category shortly. Link to post Share on other sites More sharing options...
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