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[✗] The Degradation of Aurum


Swgrclan
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This would work amazingly well if we could have custom enchants, like renaming the item but a Global Moderator puts like "Enchanted by Clerical Healing" or some ****, either way, good addition and it does bring the fear to the undead back.

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Clerics/Paladins and Fi' magic users aren't nearly as common as you make them out to be and I'm not eager to see wraiths have a guaranteed victory every time we can't muster one online.

Maybe if you're being constantly attacked by mobs with gold weapons, then its the fact that you're massively outnumbered leading to your death, not the gold. A single guy with gold could be easily taken down by a wraith.

At the end of the day, this is a game, and no one wants to face something that they can't beat. I see you used the terms "redundant and one sided", well accepting this lore would simply switch the scales in your favour, not balance it out. I'm not eager to have spectral demi-gods waft into town and have me and my 7-8 guards be able to do ****-all (after vigourously scouring the skypelands for paladins who can potentially log on, of course). Have them W/E some trees after killing us and waltzing off.

At the end of the day, I see a lore post written up to give the writer's personal group a bigger advantage to their already very powerful RP faction.

They're not common because they're absent, I think. If more people played at involving them in the neat stuff that's planned, I reckon they wouldn't stay so small anymore. Even then, my point still applies. Work out a meeting in Skype or something to get your weapons blessed to fight against the spooks. You don't need the presence of the holy/arcane folk, but it will help alongside blessed weaponry made by them.

A warrior with a gold sword and a Wraith are nearly on-par. It just takes a little cunning for the fleshbag to ultimately get the upper hand in such a situation, and not the blind bumrushing that has been so prevelent in each Wraith/undead attack as of recent.

It would not switch the scales because, as you said, being massively outnumbered is often the case. All this means is that the same mobs of people would have to make an effort to not make themselves and their swarming tactics useless via the inclusion of other evil-fighting assets, gold notwithstanding. If you want another example to how things are imbalanced here, atleast from a mechanical standpoint (thankfully the spooks aren't RP-only anymore thanks to 501's help), look at it this way: a warclaim had been initiated by a horde of skeleton warriors and mages (players with the Necrolyte race), led by four Wraiths (players with the Spectre race). The town they seek to conquer arms themselves with easily-obtainable golden weaponry, which is designed to easily dispose of those with the Necrolyte and Spectre races. While the invading force has powerful buffs, the defenders in the end have an objectively higher chance of winning the battle because they all have access to gold. Now repeat this same process five times. That's five losses for the invading tide of darkness which isn't as powerful and terrible as they're suppose to be because the peasant hamlet they sought to invade was defended by banterlords with ball-breakingly powerful weapons able to be made on a whim.

It's like if an Orcish tribe tried to invade a human town and the defending force was armed with Sharpness 3 swords - it's ridiculous. It's a done deal for the attackers. This whole example translates into RP instances just as easily. By cutting out the issue (golden weaponry) and replacing them with a neglected asset (holy orders/antimagic stuff) who are able to replace golden weaponry with weapons of their own make, the town may hold their own against their impeding doom, all the while keeping things balanced with an appropriate amount of enchanted weaponry and holy-affiliated allies. If I wanted to make things one sided, Leo, I'd just suggest removing all anti-evil weaknesses all together so my skeleton army could bumfuck your Tree-Elf town with their race buffs. That's not the case, however, banter aside.




 

I'd like you to refer to what I said above about us being absent. You are now just taking your side in consideration, regular people want a chance. It is one sided as it only benefits one side, it doesn't bring much roleplay to the non-deity people nor the deity people as you'd imagine and appears to me be an attempt to just make your side's roleplay.

 

Like I said, there's not enough people to patrol and scout things.

 

1: Dark arts usually have a hidden base, and I mean completely hidden.

 

2: Dark art's usually are not known, I'll refer to Lorien for example that keeps a list on people or else he can with ease prove metagaming, there's no possibility to hunt anything(Nor do we want to constantly search for dark arts) with IRL life and other things in consideration.

 

3: I fear that this will cause an outrage in the "mortal" community and just literally F**K things up for you guys even more with meta-squads, raids and excuses.

People who practice dark arts hide away into these bases because they practice dark arts - the reason is implied in the name. Their arts are dark, and they will be persecuted for dabbling in them. If we could build a massive castle in a lifeless land of ash and fire, I'd go for it, but it would be rightfully warred against. If it's the subversive and hidden nature about Dark Arts users and malignant creatures that bothers you, I may offer you minor respite in the fact I'll be trying to make us less of a pitiful force, of which is tiresome to track down as a result of our necessary hiding tactics. If gold doesn't keep it from happening, anyway!

As for the outrage, I'm not really sure how to spell it out clearly enough at this point. Removing gold for everyone to use against undead races, at most, is a mild inconvenience. It doesn't spell anyone's immediate doom and means that interaction must take place between those harassed by the spooks and those that may solve the spook issue - being, as mentioned before, the various divine-oriented groups as well as those able to create enchantments, wards, and nullify magic. This proposal invites roleplay, it doesn't dull it out. Regular people can have a "chance" (there's still alternatives to holy magic stuff, lol) if they give a little leeway to groups like yours, and interact more. Is this truly such a bad thing to set in motion?

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Oh, I know it isn't relevant. What is also irrelevant is the manner in which my picaresque, manly hack-and-slash peasant knight sends your character into the arms of the merciful creator.


Zaebos, your objection is that you think swordsmen are trite. (See: "More like "I want to be able to beat literally everything by violent attacking anything that I don't like. This includes attacking a ghost. A ghost. With a sword.") I think clerics are trite, ghosts are trite, and evil creatures aren't enjoyable because they're just that trite. That isn't why I'm against this proposal, though - I would just like a way to kill odious magical things, ones that are already (op please nerf riot).

Edited by charoodler
fierce christ this post is long
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tl;dr:

  • A lot of people are turned off by spook RP as is
  • Making it mandatory for us to find clerics/paladins/fi-mages would stagnate RP for us more than it would bring RP to clerics/paladins/fi-mages
  • Being powerful is fine, being invincible is not
  • IF wraiths are damaged by fire, that's good. But then when people find out IC, everyone will start carrying around flint&steel and the overarching problem resurfaces, no?
  • Wanting to be un-killable to all but certain magic holders is selfish. All other "top most powerful forms" in other schools of magic (itharel, ascended, paladin keepers and hierophants) can be killed conventionally.

And most importantly,

  • Nerf golden weapons so they're as effective against spooks as iron is against humans. Its a compromise and it fixes the problem of gold being the "kryptonite" of the wraith while also giving non-holy folks a fighting chance.

1) I plan to fix this. Progress is slow but the vision is solid.
2) It's not hard. There's literally a cart in spawn leading to Aeroch'nor, which is by Destati, which is where the Clerics roam. Additionally, the Paladins roam Nordwen and Salvus. The Ascended are based in the same land as Laureh'lin. If none of these individuals are present, they can all be contacted OOC to give a heads up that you want to meet with them and RP. If making RP is what RP going stagnant is to you, I'm not sure how else to pose the matter.
3) #2 kind of goes over that, atleast when you include the prospect of getting holy or Fi/Wardmancer folks involved with protection and weapon blessing.
4) Fire is not gold. I would prefer a small legion of Fire Mages who had banded together for the sole purpose of pushing back the undead races over mobs with golden sticks, considering the more organic roleplay surrounding such a prospect. In the end, conventional fire isn't gold, and whether or not it's "carried" (flint and steel I guess) in abundance won't generate as much of a problem as gold weaponry does. Fire can scare off the spooks and build up better roleplay. Gold is used to kill the spooks in ever-repeating Julius Caesar-tier executions of these same, sinister individuals. Which is redundant for both parties involved.
5) Clerics, Paladins, Ascended, Itheral and Keepers were not made with the same purpose as Wraiths, Darkstalkers, Liches, Ghouls and Necromancers. The dark side was molded to be powerful and feared. The goodly side was made to counter that effectively. It doesn't really matter whether or not the benevolent forces can be harmed conventionally or not, because this is about the undead, and they're not undead whom have to deal with being bantered at while being stabbed with gold daggers from five people after approaching to give a little spooky roleplay to others. If we want to talk about holy magic groups, though, we should probably go back to the fact that they're displaced by abundant gold weaponry, not how tough they are in comparison to the other side they're rarely called to fight against.
6) This is already the case. Whoever spread the idea that it wasn't misunderstood the gold weakness. The point still stands-- what you propose for gold right now is what should be applied to holy and enchanted weapons instead, and with gold out of the picture so this game isn't so redundant and one-sided anymore.

What actual means do we the "holy side" have to combat the "dark side" ? I mean, you got to remember that baddies have hidden bases they have disguises and lists of people who know them and they most likely are not publicly known cause they either kill their victims or just a select few knows what they are. I like this idea but I still do not think it is fair at all, we HAVE to remember that interaction is server wide and not a war between good and evil. It's not really about things being one sided, we already have the privilege of playing a special type of character. 

I came and thought Iron and Gold ores were being harder to find, I was wrong!

Clerics don't worry about being stabbed with a pointy golden stick, and it's nigh on impossible to (magically, at least) slay an Itharel. I'm not stating that's impossible, by the way- through more mundane means it's achievable. But Wraiths and other darker entities always tend to get smacked around like a doll and people forget that they're meant to be malignant forces bent on either world domination, or purging 'goodly' groups for one reason or another.

Every Cleric kill I've done has had repercussions, same with the normal folk when I have to defend myself, it is preposterous in my opinion that a malevolent creature like a Wraith can be destroyed in one stab with a measly aurum weapon. It acts, as Tentoa said, like kryptonite. 

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@Swaggyclan

I am not bothered by this, I quite enjoy RPing with dark arts users. I am speak from a general server perspective, people that may never get the chance to have dark arts. Envy is a powerful emotion!

 

I know that dark arts users has to hide, I understand but also understand that you can not be tracked down by holy orders like you suggest when removing gold, asking holy orders that in reality can not do much. I really want to point out that holy orders are not exactly very popular are they? I mean I hear the the "snowflake" scenario quite a lot, just as much as you people might do? I might not see your point with this other than being beneficial to dark arts so that they can be "left alone" sort a feel. That's what I get from this at the moment and I feel that this could be done in a different way other than just removing it?

 

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In LotC, everyone is a Witcher wielding a sword of gold and a sword of iron, skilled in their use and knowledgeable of when each is useful. I would support this.

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tl;dr:

  • A lot of people are turned off by spook RP as is
  • Making it mandatory for us to find clerics/paladins/fi-mages would stagnate RP for us more than it would bring RP to clerics/paladins/fi-mages
  • Being powerful is fine, being invincible is not
  • IF wraiths are damaged by fire, that's good. But then when people find out IC, everyone will start carrying around flint&steel and the overarching problem resurfaces, no?
  • Wanting to be un-killable to all but certain magic holders is selfish. All other "top most powerful forms" in other schools of magic (itharel, ascended, paladin keepers and hierophants) can be killed conventionally.

And most importantly,

  • Nerf golden weapons so they're as effective against spooks as iron is against humans. Its a compromise and it fixes the problem of gold being the "kryptonite" of the wraith while also giving non-holy folks a fighting chance.

1) I plan to fix this. Progress is slow but the vision is solid.
2) It's not hard. There's literally a cart in spawn leading to Aeroch'nor, which is by Destati, which is where the Clerics roam. Additionally, the Paladins roam Nordwen and Salvus. The Ascended are based in the same land as Laureh'lin. If none of these individuals are present, they can all be contacted OOC to give a heads up that you want to meet with them and RP. If making RP is what RP going stagnant is to you, I'm not sure how else to pose the matter.
3) #2 kind of goes over that, atleast when you include the prospect of getting holy or Fi/Wardmancer folks involved with protection and weapon blessing.
4) Fire is not gold. I would prefer a small legion of Fire Mages who had banded together for the sole purpose of pushing back the undead races over mobs with golden sticks, considering the more organic roleplay surrounding such a prospect. In the end, conventional fire isn't gold, and whether or not it's "carried" (flint and steel I guess) in abundance won't generate as much of a problem as gold weaponry does. Fire can scare off the spooks and build up better roleplay. Gold is used to kill the spooks in ever-repeating Julius Caesar-tier executions of these same, sinister individuals. Which is redundant for both parties involved.
5) Clerics, Paladins, Ascended, Itheral and Keepers were not made with the same purpose as Wraiths, Darkstalkers, Liches, Ghouls and Necromancers. The dark side was molded to be powerful and feared. The goodly side was made to counter that effectively. It doesn't really matter whether or not the benevolent forces can be harmed conventionally or not, because this is about the undead, and they're not undead whom have to deal with being bantered at while being stabbed with gold daggers from five people after approaching to give a little spooky roleplay to others. If we want to talk about holy magic groups, though, we should probably go back to the fact that they're displaced by abundant gold weaponry, not how tough they are in comparison to the other side they're rarely called to fight against.
6) This is already the case. Whoever spread the idea that it wasn't misunderstood the gold weakness. The point still stands-- what you propose for gold right now is what should be applied to holy and enchanted weapons instead, and with gold out of the picture so this game isn't so redundant and one-sided anymore.

What actual means do we the "holy side" have to combat the "dark side" ? I mean, you got to remember that baddies have hidden bases they have disguises and lists of people who know them and they most likely are not publicly known cause they either kill their victims or just a select few knows what they are. I like this idea but I still do not think it is fair at all, we HAVE to remember that interaction is server wide and not a war between good and evil. It's not really about things being one sided, we already have the privilege of playing a special type of character. 

I came and thought Iron and Gold ores were being harder to find, I was wrong!

Clerics don't worry about being stabbed with a pointy golden stick, and it's nigh on impossible to (magically, at least) slay an Itharel. I'm not stating that's impossible, by the way- through more mundane means it's achievable. But Wraiths and other darker entities always tend to get smacked around like a doll and people forget that they're meant to be malignant forces bent on either world domination, or purging 'goodly' groups for one reason or another.

Every Cleric kill I've done has had repercussions, same with the normal folk when I have to defend myself, it is preposterous in my opinion that a malevolent creature like a Wraith can be destroyed in one stab with a measly aurum weapon. It acts, as Tentoa said, like kryptonite. 

So it this you feeling wronged and inferior to say "Itharels" then? In that case then that's where the issue is, not punishing the entire server of normal folks that don't want to have that ghost simply hovering around them, whispering in their ear. 

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In LotC, everyone is a Witcher wielding a sword of gold and a sword of iron, skilled in their use and knowledgeable of when each is useful. I would support this.

And those who aren't are clad in off-black robes, making garbled pseudo-nihilistic statements about how "there is no evil!!!", as they sharpen their daggers, ere they might need to save a maiden from the filthy, evil orenians! They naturally know everything there is to know about the natural sciences. They know perfectly well what generations of doctors, tinkers, and thinkers fought tooth and nail to understand centuries past the current date on Vailor. The mysteries of the void are all learned to them, an easy matter considering their vast intellects! Alas, if only LoTC weren't so full of dumb white knights, perhaps a culture of immersed, enlightened elven gentlemen could arise!

 

Come on.

Edited by charoodler
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In LotC, everyone is a Witcher wielding a sword of gold and a sword of iron, skilled in their use and knowledgeable of when each is useful. I would support this.

And those who aren't are clad in off-black robes, making garbled pseudo-nihilistic statements about how "there is no evil!!!", as they sharpen their daggers, ere they might need to save a maiden from the filthy, evil orenians! They naturally know everything there is to know about the natural sciences. They know perfectly well what generations of doctors fought tooth and nail to understand centuries past the current date on Vailor. They also know how to wield the inscrutable "void" so well that the practice is something to gloat about on their coffee tables.

 

Come on.


Do you intentionally sprinkle sardonic rhetoric over your posts to apply your point better, or for rep? His view isn't exactly incorrect.

Edited by Swgrclan
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They also know how to wield the "void" so well that the practice is something to gloat about on their coffee tables.

 

Come on.

I usually do it at the kitchen table, while conversing with my necromantic compatriots about how horrid the living are, despite the circumstances of my own mortality.

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In LotC, everyone is a Witcher wielding a sword of gold and a sword of iron, skilled in their use and knowledgeable of when each is useful. I would support this.

And those who aren't are clad in off-black robes, making garbled pseudo-nihilistic statements about how "there is no evil!!!", as they sharpen their daggers, ere they might need to save a maiden from the filthy, evil orenians! They naturally know everything there is to know about the natural sciences. They know perfectly well what generations of doctors fought tooth and nail to understand centuries past the current date on Vailor. They also know how to wield the inscrutable "void" so well that the practice is something to gloat about on their coffee tables.

 

Come on.


Do you intentionally sprinkle sardonic rhetoric over your posts to apply your point better, or for rep? His view isn't exactly incorrect, to be honest.

I didn't make a really dank meme, but I think I got the point across that I think this anti-knight, anti-peasant sentiment is dumb. No?

Otherwise, seems I've been discovered! (It's because I can't genuinely argue over minecraft roleplay without sounding more and more oblique in my head.)

Edited by charoodler
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Do you intentionally sprinkle sardonic rhetoric over your posts to apply your point better, or for rep?

tumblr_mjw1xxXQ6T1s14h9co1_500.gif

 

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I actually don't mind this if it gives certain groups a bit more purpose to be around. As someone whose into the whole monster hunting/mercenary aspect of role play, I think seeking aid and having interaction with other certain groups might be fun. I'll be honest, I think a lot of folks have issues with this because of the last event line where it seemed as though most folks had no idea what was going on. If future event lines can be geared more towards the community as a whole and be more inclusive, then it's probably a good trade off in making "unholy" beings a bit more harder to take down and getting folks to look out for the groups with the capabilities of ******* them up. Everyone deserves an opportunity to be part of LOTC's story.

 

 

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Oh, I know it isn't relevant. What is also irrelevant is the manner in which my picaresque, manly hack-and-slash peasant knight sends your character into the arms of the merciful creator.


Zaebos, your objection is that you think swordsmen are trite. (See: "More like "I want to be able to beat literally everything by violent attacking anything that I don't like. This includes attacking a ghost. A ghost. With a sword.") I think clerics are trite, ghosts are trite, and evil creatures aren't enjoyable because they're just that trite. That isn't why I'm against this proposal, though - I would just like a way to kill odious magical things, ones that are already (op please nerf riot).

I honestly don't care rather or not they are trite. That isn't the point. I mean, sure, I get bored of the bearish attack-everything warrior, but I don't demand the ability to instantly kill them because of it. My object is that warriors should not be effective against everything, like they are now. A warrior is the most powerful class of creature on the server. Hacking and chopping is the end-all be-all of every encounter. If you think magic is trite, maybe that's because people don't have to give it a chance. Besides, gold isn't required to defeat a spook. I mean, honestly, this seems to be more about people wanting to remain effective against all characters, making sense be damned. I honestly think the resistance to this idea stems from people wanting to win every single fight, especially considering this proposal doesn't render any spook invincible. What it does mean is that an unprepared character is vulnerable. Not everything is about winning. Why is this so important anyway? With a track record of always winning, this doesn't seem like a big deal.

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Everyone should have a chance to kill a wraith, no matter how slim. Obviously a well trained paladin's chances and a random soldier with a gold sword's chances are going to be vastly different. But everyone should have a fighting chance.

I'll be honest, with respect Leo, but this basically plays out as "Everyone has a right to win against dark arts all the time." I mean, since when was RP a constant competition where every situation has to be fair? Why is winning so important? I mean, I think people might enjoy spooks more if they actually tried to. I enjoy attacks when I RP fear and play along. I don't care if I win or lose. I mean, I undergame very very hard for the simple fact that people are so uber focused on winning that I'd rather lose consistently nearly every time for the sake of having fun.

That's not what I said at all. What I said is that nothing should be impossible to kill, on principle, but holy users should obviously have a far greater chance at killing a wraith than a random knight with gold, who obviously, while still having a fighting chance would be far less likely to.

 "I want a fair fights, which means that a super common weapon that anyone can have should be able to instantly kill a spook."

"I want fights to have a point, therefore I want a common weapon to have at least the possibility of killing a spook."

I honestly think this is more about people wanting to be able to dispose of RP immediately and not try and play along. Which happens all. The. Time.

I'm sorry you think that way, but it isn't true. Its about people not wanting something already more powerful than them to become downright impossible to kill without holy intervention. And even if it is true, then it should be looked at by the wraiths themselfs, why are we an unattractive group to RP with?

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